Sevinne, the Chronoclasm 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.
Official card text
Prevent all damage that would be dealt to Sevinne. Whenever you cast your first instant or sorcery spell from your graveyard each turn, copy that spell. You may choose new targets for the copy.
How it works : Sevinne, the Chronoclasm
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If you cast an instant or sorcery spell from your graveyard before Sevinne enters the battlefield during the same turn, its last ability can't trigger that turn.
No other card is named in this ruling.
- #2· Wizards of the Coast
Sevinne's ability will copy any instant or sorcery spell, not just one with targets.
No other card is named in this ruling.
- #3· Wizards of the Coast
A copy is created even if the spell that caused Sevinne's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
No other card is named in this ruling.
- #4· Wizards of the Coast
The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
No other card is named in this ruling.
- #5· Wizards of the Coast
If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
No other card is named in this ruling.
- #6· Wizards of the Coast
If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
No other card is named in this ruling.
- #7· Wizards of the Coast
You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
No other card is named in this ruling.
- #8· Wizards of the Coast
The copy that Sevinne's ability creates is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. Any of that spell's effects that apply only if it was cast from a graveyard won't apply.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Sevinne, the Chronoclasm + Increasing Vengeance
- 1Cast any instant or sorcery spell.
- 2Holding priority, cast Increasing Vengeance for its flashback cost by paying
.
- 3Sevinne triggers, creating a copy of Increasing Vengeance, targeting Increasing Vengeance.
- 4Resolve the copy of Increasing Vengeance, creating a copy of Increasing Vengeance, targeting Increasing Vengeance.
- 5Repeat step 4.
Sevinne, the Chronoclasm + Refuse // Cooperate
- 1Cast any instant or sorcery spell.
- 2Holding priority, cast Cooperate from your graveyard by paying
.
- 3Sevinne triggers, creating a copy of Cooperate, targeting Cooperate.
- 4Resolve the copy of Cooperate, creating a copy of Cooperate, targeting Cooperate.
- 5Repeat step 4.
Sevinne, the Chronoclasm + Increasing Vengeance + Ral, Storm Conduit
- 1Cast the spell in your hand.
- 2In response cast Increasing Vengeance from your graveyard to copy it.
- 3Sevinne, the Chronoclasm's ability triggers copying Increasing Vengeance.
- 4Copy the original Increasing Vengeance.
- 5Repeat.
- 6For each copy made Ral, Storm Conduit will trigger dealing 1 damage to an opponent.
Sevinne, the Chronoclasm + Refuse // Cooperate + Ral, Storm Conduit
- 1Cast the spell in your hand.
- 2In response cast Refuse // Cooperate from your graveyard to copy it.
- 3Sevinne, the Chronoclasm's ability triggers copying Refuse // Cooperate.
- 4Copy the original Refuse // Cooperate.
- 5Repeat.
- 6For each copy made Ral, Storm Conduit will trigger dealing 1 damage to an opponent.
Legal formats
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