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Rules guide · Enchantment

Scroll of IsildurHow 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 Scroll of Isildur

Scroll of Isildur 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

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to one target artifact for as long as you control this Saga. The Ring tempts you. II — Tap up to two target creatures. Put a stun counter on each of them. III — Draw a card for each tapped creature target opponent controls.

Complete guide

Scroll of Isildur is a versatile Blue Saga that blends artifact theft, crowd control, and card advantage into one powerful package. By utilizing the iconic Ring tempts you mechanic, this enchantment ensures you remain the master of both the battlefield and the narrative.

Stealing and Temptation

When Scroll of Isildur enters the battlefield, its first chapter triggers. You may target one artifact to take control of it; however, this control only lasts as long as the Saga remains on your battlefield. Simultaneously, the Ring tempts you. If you control a creature, you must designate one as your Ring-bearer. If you don't control any creatures, the Ring still tempts you, progressing your emblem's abilities for future use.

Freezing the Frontline

The second chapter allows you to select up to two target creatures to tap down and receive stun counters. A stun counter prevents a permanent from untapping during its controller's next untap step. Once the permanent would untap, a stun counter is removed instead. This effectively removes those creatures from combat for a full turn cycle, setting the stage for your final chapter.

The Knowledge of Kings

The third and final chapter rewards you for your opponent's vulnerability. You choose one target opponent and draw a card for every creature they currently have tapped. This includes creatures you tapped with the second chapter, creatures that attacked on their previous turn, or creatures tapped for abilities. After this resolves, the Saga is sacrificed, and any artifact stolen with the first chapter returns to its original owner's control.

Interaction examples

Stealing a Taxing Enchantment

You cast Scroll of Isildur and target an opponent's Rhystic Study (which is an enchantment, not an artifact). Note: This is an illegal target. If you choose an artifact like a Sol Ring instead, you gain control of it immediately. As long as the Scroll stays on your board, you benefit from the stolen artifact's abilities.

Locking Down the Defense

During Chapter II, you target two of your opponent's largest creatures. They are tapped and receive stun counters. Even if the opponent pays the tax for Propaganda to attack you later, these specific creatures will remain tapped and unable to participate in the red zone for an extra turn.

Maximizing the Draw

On Chapter III, you target an opponent who just attacked with three creatures. Between their three attackers and the two creatures you stunned in Chapter II, they have five tapped creatures. You draw five cards. Because the Ring tempted you in Chapter I, your Ring-bearer may also have gained the ability to draw and discard when attacking, further cycling your hand.

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

How it works : Scroll of Isildur

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If the target is not legal as Scroll of Isildur's first chapter ability tries to resolve, the ability is removed from the stack. The Ring won't tempt you.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If Scroll of Isildur leaves the battlefield or you lose control of it before its first chapter ability resolves, control of the target artifact doesn't change at all.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Each time the Ring tempts you, you must choose a creature if you control one.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Each player can have only one emblem named The Ring and only one Ring-bearer at a time.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatormodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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