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Rules guide · Sorcery

Saproling MigrationHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Foundations Jumpstart· November 15, 2024
Carte Magic Saproling Migration

Saproling Migration 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

Kicker {4} (You may pay an additional {4} as you cast this spell.) Create two 1/1 green Saproling creature tokens. If this spell was kicked, create four of those tokens instead.

Complete guide

Saproling Migration is a versatile sorcery that allows green mages to populate the board early or go wide in the late game. Whether you need a couple of blockers or a small army, this card scales perfectly with your mana development. Understanding the Kicker mechanic is key to maximizing its potential in your next match.

What it Does

At its core, Saproling Migration creates 1/1 green Saproling tokens. It features a Kicker cost, which is an optional additional cost you can pay as you cast the spell. While the base spell costs two mana for two tokens, paying the extra four mana allows you to create a total of four tokens instead.

How it Resolves Step by Step

First, as you cast the spell, you announce whether you are paying the Kicker cost. Calculate the total cost: the mana cost of {1}{G} plus the {4} Kicker cost if applicable. Upon resolution, the game checks if the spell was kicked. If it was, you create four 1/1 green Saproling creature tokens; if not, you create two. These tokens enter the battlefield simultaneously.

Common Mistakes

A common point of confusion is the mana value. Even if you pay the Kicker cost for a total of six mana, the spell's mana value remains 2. Additionally, you cannot pay the Kicker cost more than once to get even more tokens; Kicker is a binary state—the spell is either kicked or it is not.

When to Play It

In the early game, Saproling Migration is an excellent turn-two play to establish a board presence or defend against aggressive decks. In the late game, after you have used ramp spells to build your mana base, it serves as a powerful mana sink to refill your board after a sweep or to prepare for a finishing blow.

Interaction examples

The Early Game Setup

On turn two, you spend {1}{G} to cast Saproling Migration without the Kicker. Since you did not pay the extra cost, the spell resolves and creates two 1/1 green Saproling tokens. This provides early blockers or attackers without waiting for six mana.

Ramping into a Kicked Spell

You use Farseek on turn two and Cultivate on turn three to accelerate your mana production. By turn five, you have enough lands to pay the full {5}{G} for Saproling Migration. Because the Kicker cost was paid, you create four 1/1 green Saproling tokens instead of two, significantly increasing your board presence.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Saproling Migration

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a spell's kicker cost was paid, the spell is "kicked."

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The kicker ability doesn't let you pay a kicker cost more than once.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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