← MTG Rules

Rules guide · Legendary Creature

Sanar, Unfinished Genius // Wild IdeaHow it works & interactions with other cards

By the ManaCount desk· 9 min read· Secrets of Strixhaven· April 24, 2026
Carte Magic Sanar, Unfinished Genius // Wild Idea

Sanar, Unfinished Genius // Wild Idea 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

Sanar enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) {T}: Create a Treasure token. Activate only if you've cast an instant or sorcery spell this turn. Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.

How it works : Sanar, Unfinished Genius // Wild Idea

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a prepared creature loses all abilities, it won't stop being prepared, and nothing will happen to its alternative characteristics or to the copy of its prepare spell in exile.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a prepared creature stops being a creature, it will still be prepared, and the copy of its prepare spell will remain in exile. That permanent's controller will still be able to cast it. The same is true if a prepared creature becomes a copy of something else, even if it's then a permanent without a prepare spell.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    As an effect causes a creature with a prepare spell to become prepared (including effects that state that a creature "enters prepared"), that creature's controller creates a copy of that creature's prepare spell in exile. That copy remains in exile for as long as that permanent is on the battlefield and is prepared. That creature's controller may cast that copy as long as it remains in exile. As they cast it, that creature stops being prepared.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Casting a copy of a prepare spell from exile isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to a copy of a prepare spell cast from exile.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    While copies of spells in zones other than the stack cease to exist when state-based actions are checked, this does not apply to copies of prepare spells in exile that were created as a creature became prepared.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If a prepare spell with one or more targets has no legal targets when it tries to resolve, it won't resolve and none of its effects will happen. Since the spell was cast, the associated permanent will still not be prepared.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Preparation cards can only be cast with their base characteristics.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If an effect causes a creature to become unprepared, a prepared creature stops being prepared and the associated copy of its prepare spell in exile ceases to exist. If it wasn't prepared at that time, nothing happens.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    A preparation card is a creature card in every zone. For example, while it's in your graveyard, Emeritus of Ideation is a blue creature whose mana value is 5. It can't be the target of Zealous Lorecaster's triggered ability ("When this creature enters, return target instant or sorcery card from your graveyard to your hand.").

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If an effect instructs you to choose a card name, you may choose the alternative prepare spell's name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    A creature without a prepare spell can't become prepared.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    Being prepared isn't a copiable value. If a permanent becomes a copy of a prepared creature, it won't be prepared. That permanent will have the alternative characteristics, though, and some other effect could cause it to become prepared later.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    A creature with a prepare spell can't become prepared more than once at the same time. For example, Emeritus of Ideation is on the battlefield and is prepared. When it attacks, its last ability triggers. When that ability resolves, its controller may still exile eight cards from their graveyard, but doing so won't cause Emeritus of Ideation to become prepared a second time or create a second copy of Ancestral Recall in exile.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    Only the current controller of a prepared creature can cast the copy of its prepare spell in exile. It doesn't matter who owns that creature or who controlled it when it became prepared.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    Creating a copy of a creature's prepare spell in exile ignores copy exceptions applied to that creature that would affect the copiable values of that spell. For example, say a player casts Croaking Counterpart (a sorcery that says "Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog.") targeting Goblin Glasswright. The token copy of Goblin Glasswright will enter prepared as a 1/1 green Frog creature, but the copy of Craft with Pride in exile will still be a red sorcery. The copy of Craft with Pride won't be green, a creature, or a Frog, and it won't have power or toughness.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Displacer Kitten
+Molten-Core Maestro
+Storm-Kiln Artist
+Sanar, Unfinished Genius // Wild Idea
#1

Displacer Kitten + Molten-Core Maestro + Storm-Kiln Artist + Sanar, Unfinished Genius // Wild Idea

Infinite artifact ETBInfinite artifact LTBInfinite +1/+1 counters on a creatureInfinite creature ETB
  1. 1Cast the copy of the spell from exile by paying its mana cost.
  2. 2When you cast that spell, Molten-Core Maestro, Storm-Kiln Artist, and Displacer Kitten trigger.
  3. 3Resolve the Displacer Kitten trigger, blinking Sanar, Unfinished Genius, which enters prepared.
  4. 4Resolve the Molten-Core Maestro trigger, putting a +1/+1 counter on it and adding an amount of {R} equal to its power.
  5. 5Resolve the Storm-Kiln Artist trigger, creating a Treasure token.
  6. 6Activate the Treasure token by tapping and sacrificing it, adding the one non-red mana you need to cast the spell from step 1.
  7. 7Resolve the spell from step 1.
  8. 8Repeat.
Sanar, Unfinished Genius // Wild Idea
+Skycoach Waypoint
+Nexus of Fate
#2

Sanar, Unfinished Genius // Wild Idea + Skycoach Waypoint + Nexus of Fate

Infinite turnsLock
  1. 1If Sanar isn't prepared, activate Skycoach Waypoint's second ability by paying {3} and tapping it, causing Sanar to become prepared.
  2. 2If Nexus of Fate is in your library, cast a copy of Wild Idea by paying {3}{U}{R}, searching your library for Nexus of Fate and putting it into your hand.
  3. 3If Sanar doesn't have summoning sickness, activate it by tapping it, creating a Treasure token. Then, activate the Treasure by tapping and sacrificing it, adding {U}.
  4. 4Cast Nexus of Fate by paying its mana cost, causing you to take an extra turn after this one and shuffle Nexus of Fate into your library.
  5. 5Repeat each turn.
Sanar, Unfinished Genius // Wild Idea
+Skycoach Waypoint
+Beacon of Tomorrows
#3

Sanar, Unfinished Genius // Wild Idea + Skycoach Waypoint + Beacon of Tomorrows

Infinite turnsLock
  1. 1If Sanar isn't prepared, activate Skycoach Waypoint's second ability by paying {3} and tapping it, causing Sanar to become prepared.
  2. 2If Beacon of Tomorrows is in your library, cast a copy of Wild Idea by paying {3}{U}{R}, searching your library for Beacon of Tomorrows and putting it into your hand.
  3. 3If Sanar doesn't have summoning sickness, activate it by tapping it, creating a Treasure token. Then, activate the Treasure by tapping and sacrificing it, adding {U}.
  4. 4Cast Beacon of Tomorrows by paying its mana cost, causing you to take an extra turn after this one and shuffle Beacon of Tomorrows into your library.
  5. 5Repeat each turn.
Sanar, Unfinished Genius // Wild Idea
+Nexus of Fate
+Deadeye Navigator
#4

Sanar, Unfinished Genius // Wild Idea + Nexus of Fate + Deadeye Navigator

Infinite turnsLock
  1. 1If Nexus of Fate is in your library, cast a copy of Wild Idea by paying {3}{U}{R}, searching your library for Nexus of Fate and putting it into your hand.
  2. 2If Sanar doesn't have summoning sickness, activate it by tapping it, creating a Treasure token. Then, activate the Treasure by tapping and sacrificing it, adding {U}.
  3. 3Cast Nexus of Fate by paying its mana cost, causing you to take an extra turn after this one and shuffle Nexus of Fate into your library.
  4. 4Activate Sanar by paying {1}{U}, blinking Sanar. It'll enter prepared due to its static effect.
  5. 5When Sanar enters, Deadeye Navigator's soulbond ability triggers, repairing Sanar and Deadeye Navigator.
  6. 6Repeat each turn.
Sanar, Unfinished Genius // Wild Idea
+Nexus of Fate
+Thassa, Deep-Dwelling
#5

Sanar, Unfinished Genius // Wild Idea + Nexus of Fate + Thassa, Deep-Dwelling

Infinite turnsLock
  1. 1If Nexus of Fate is in your library, cast a copy of Wild Idea by paying {3}{U}{R}, searching your library for Nexus of Fate and putting it into your hand.
  2. 2If Sanar doesn't have summoning sickness, activate it by tapping it, creating a Treasure token. Then, activate the Treasure by tapping and sacrificing it, adding {U}.
  3. 3Cast Nexus of Fate by paying its mana cost, causing you to take an extra turn after this one and shuffle Nexus of Fate into your library.
  4. 4At the beginning of your end step, Thassa triggers, blinking Sanar. It'll enter prepared due to its static effect.
  5. 5Repeat each turn.
Sanar, Unfinished Genius // Wild Idea
+Deadeye Navigator
+Beacon of Tomorrows
#6

Sanar, Unfinished Genius // Wild Idea + Deadeye Navigator + Beacon of Tomorrows

Infinite turnsLock
  1. 1If Beacon of Tomorrows is in your library, cast a copy of Wild Idea by paying {3}{U}{R}, searching your library for Beacon of Tomorrows and putting it into your hand.
  2. 2If Sanar doesn't have summoning sickness, activate it by tapping it, creating a Treasure token. Then, activate the Treasure by tapping and sacrificing it, adding {U}.
  3. 3Cast Beacon of Tomorrows by paying its mana cost, causing you to take an extra turn after this one and shuffle Beacon of Tomorrows into your library.
  4. 4Blink Sanar using Deadeye Navigator. It'll enter prepared due to its static effect.
  5. 5Repeat each turn.
Sanar, Unfinished Genius // Wild Idea
+Beacon of Tomorrows
+Thassa, Deep-Dwelling
#7

Sanar, Unfinished Genius // Wild Idea + Beacon of Tomorrows + Thassa, Deep-Dwelling

Infinite turnsLock
  1. 1If Beacon of Tomorrows is in your library, cast a copy of Wild Idea by paying {3}{U}{R}, searching your library for Beacon of Tomorrows and putting it into your hand.
  2. 2If Sanar doesn't have summoning sickness, activate it by tapping it, creating a Treasure token. Then, activate the Treasure by tapping and sacrificing it, adding {U}.
  3. 3Cast Beacon of Tomorrows by paying its mana cost, causing you to take an extra turn after this one and shuffle Beacon of Tomorrows into your library.
  4. 4Blink Sanar using Thassa. It'll enter prepared due to its static effect.
  5. 5Repeat each turn.
Sanar, Unfinished Genius // Wild Idea
+Conjurer's Closet
+Beacon of Tomorrows
#8

Sanar, Unfinished Genius // Wild Idea + Conjurer's Closet + Beacon of Tomorrows

Infinite turnsLock
  1. 1If Beacon of Tomorrows is in your library, cast a copy of Wild Idea by paying {3}{U}{R}, searching your library for Beacon of Tomorrows and putting it into your hand.
  2. 2If Sanar doesn't have summoning sickness, activate it by tapping it, creating a Treasure token. Then, activate the Treasure by tapping and sacrificing it, adding {U}.
  3. 3Cast Beacon of Tomorrows by paying its mana cost, causing you to take an extra turn after this one and shuffle Beacon of Tomorrows into your library.
  4. 4Blink Sanar using Conjurer's Closet. It'll enter prepared due to its static effect.
  5. 5Repeat each turn.

Related cards and tokens

03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Sanar, Unfinished Genius // Wild Idea

Explore the meta
Official source