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Saruman's TrickeryHow it works & interactions with other cards

By the ManaCount desk· 3 min read· The Lord of the Rings: Tales of Middle-earth· June 23, 2023
Carte Magic Saruman's Trickery

Saruman's Trickery 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

Counter target spell. Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)

Complete guide

Saruman's Trickery is a versatile blue instant that combines classic disruption with the Amass mechanic. It allows you to stop an opponent's threat while simultaneously building your own board presence with an Orc Army. Whether you are protecting your own win condition or stalling a foe, this card ensures you aren't just reacting, but also advancing your position.

What It Does

At its core, Saruman's Trickery is a counterspell that costs three mana. Upon resolution, it removes a target spell from the stack and puts it into its owner's graveyard. However, the added benefit is 'Amass Orcs 1,' which creates a creature token or strengthens an existing Army you already control on the battlefield.

How It Resolves Step by Step

First, the spell targets a spell on the stack. If the target is legal when Saruman's Trickery tries to resolve, the target spell is countered. Then, you perform the Amass action. If you don't control an Army, you create a 0/0 black Orc Army creature token. Finally, you choose an Army you control, put a +1/+1 counter on it, and it becomes an Orc in addition to its other types if it wasn't one already.

Common Mistakes

A common point of confusion is the timing of the token's power. If you don't have an Army, the Orc Army token enters the battlefield as a 0/0 before the +1/+1 counter is placed. This means abilities that check for power upon entry will see it as a 0/0. Additionally, if the target spell becomes illegal (for example, if it is exiled by another effect first), Saruman's Trickery will not resolve, and you will not get to Amass.

When to Play It

This card is best used when you need to maintain tempo. Unlike a standard Counterspell, which simply trades one-for-one, Saruman's Trickery leaves behind a body. It is particularly effective in limited formats or Orc-themed decks where the Army subtype matters for other synergies.

Interaction examples

Building Your First Army

If your opponent casts Counterspell and you respond with Saruman's Trickery, their Counterspell is countered. Since you control no Army creatures, Saruman's Trickery creates a 0/0 black Orc Army token and puts one +1/+1 counter on it, leaving you with a 1/1 Orc Army.

Growing an Existing Horde

Suppose you already have a 2/2 Orc Army token on the battlefield. When you cast Saruman's Trickery to counter an opponent's spell, the Amass 1 effect identifies your existing Orc Army. You place a +1/+1 counter on that specific token, making it a 3/3 creature instead of creating a new one.

Interaction with Other Countermagic

If you cast a spell and your opponent responds with Arcane Denial, you can cast Saruman's Trickery targeting their Arcane Denial. Upon resolution, Saruman's Trickery counters the Arcane Denial and you Amass Orcs 1. Because Arcane Denial was countered and never resolved, no one will draw extra cards from its effect during the next upkeep.

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

How it works : Saruman's Trickery

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.

    Card named in this ruling

  3. #3· Wizards of the Coast

    Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.

    Card named in this ruling

  6. #6· Wizards of the Coast

    Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

historictimelessgladiatormodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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