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Rules guide · Sorcery

Satyr's CunningHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Theros Beyond Death· January 24, 2020
Carte Magic Satyr's Cunning

Satyr's Cunning 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.

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Official card text

Create a 1/1 red Satyr creature token with "This token can't block." Escape—{2}{R}, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Complete guide

Satyr's Cunning is a versatile red sorcery from the Theros Beyond Death expansion that ensures you always have a board presence. By utilizing the Escape mechanic, this card can be cast repeatedly from your graveyard to overwhelm opponents with aggressive Satyr tokens.

What It Does

For a single red mana, Satyr's Cunning creates a 1/1 red Satyr creature token that cannot block. Its true strength lies in its Escape ability, which allows you to cast it from your graveyard by paying two generic mana and one red mana, plus exiling two other cards from your graveyard. Unlike Flashback, a spell cast with Escape returns to the graveyard after resolving, allowing you to cast it again later if you have the resources.

The Escape Process

To cast this card via Escape, you must follow the standard timing rules for a sorcery. When you begin the casting process, the card moves from the graveyard to the stack. You then pay the cost of {2}{R} and exile two other cards from your graveyard as an additional cost. Once the spell resolves, the 1/1 Satyr token enters the battlefield, and the physical Satyr's Cunning card is placed back into your graveyard.

Alternative Costs and Timing

A common mistake is trying to combine Escape with other alternative costs. If you use Escape, you cannot pay other alternative costs, though you must still pay any mandatory additional costs. Additionally, because Satyr's Cunning is a sorcery, you can only cast it from your graveyard during your main phase when the stack is empty, even if it was just put there during your turn.

When to Play It

This card is ideal for aggressive decks that need constant pressure or decks that use discard outlets to fill the graveyard. Since the tokens cannot block, they are strictly offensive tools. It is also excellent fuel for sacrifice themes, as the card itself provides a recurring source of creatures from the graveyard.

Interaction examples

Filling the Graveyard

You cast Faithless Looting, drawing two cards and then discarding Satyr's Cunning and one other card. Since you now have Satyr's Cunning in your graveyard, you can immediately cast it for its Escape cost if you have two other cards to exile, effectively turning your discards into board presence.

Alternative Cost Conflicts

If an effect were to give Vandalblast an Escape ability, you would have to choose between paying the Overload cost or the Escape cost. Similarly, with Satyr's Cunning, you are using the Escape alternative cost. You cannot apply multiple alternative costs to a single casting of a spell.

The Satyr Token

When Satyr's Cunning resolves, it creates a Satyr token. This token has a specific restriction: 'This creature can't block.' Even if you have no other creatures, you cannot use this token to stop an incoming attacker, so plan your life total management accordingly.

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

How it works : Satyr's Cunning

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Escape's permission doesn't change when you may cast the spell from your graveyard.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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