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Runed TerrorHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Mystery Booster 2· August 2, 2024
Carte Magic Runed Terror

Runed Terror is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Instead of taking turns as normal, players take their phases sequentially. (For example, you take your beginning phase as the active player, then the next player in turn order becomes the active player and takes their beginning phase. After each player had a beginning phase, do the same for first main, combat phase, second main, ending phase, and then beginning phase again. If this creature leaves the battlefield, the active player continues their turn as normal.)

How it works : Runed Terror

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    When the phase during which Runed Terror entered the battlefield ends, the next player in turn order will begin that same phase.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Steps in each phase play out as normal. For example, when you take your beginning phase, you’ll have an untap step, an upkeep step, and a draw step, and then the next player in turn order will take their beginning phase.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If there are multiple Runed Terrors on the battlefield, their abilities are mercifully redundant.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an effect cares about whose turn it is, it’s the active player’s turn.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Effects that last “until end of turn” or apply “this turn” expire during the cleanup step of the player who was the active player when that effect began to apply.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If an ability allows you to do something on or during “each of your turns”, that permission resets after your ending phase. For example, if you control Muldrotha, the Gravetide (“During each of your turns, you may play a land and cast a permanent spell of each permanent type from your graveyard”) and you cast a creature spell from your graveyard during your second main phase, you won’t be able to cast another creature spell from your graveyard with Muldrotha’s permission until after your next ending phase ends.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

    No other card is named in this ruling.

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