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Sink into Stupor // Soporific SpringsHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Modern Horizons 3· June 14, 2024
Carte Magic Sink into Stupor // Soporific Springs

Sink into Stupor // Soporific Springs 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

Return target spell or nonland permanent an opponent controls to its owner's hand. As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {U}.

Complete guide

Sink into Stupor // Soporific Springs is a versatile modal double-faced card from Modern Horizons 3 that offers both utility and consistency. Whether you need to bounce a problematic permanent or stop an uncounterable spell in its tracks, this card ensures you never miss a land drop while keeping your opponent off-balance.

Understanding the Two Faces

Sink into Stupor is the front face, a blue instant that returns a spell or nonland permanent an opponent controls to its owner's hand. Soporific Springs is the back face, a land that enters untapped if you pay 3 life. While in your hand, library, or graveyard, the card only has the characteristics of the front face. You only choose which side to use at the moment you play or cast the card.

How it Resolves Step by Step

When you cast Sink into Stupor, you choose a target spell on the stack or a nonland permanent on the battlefield controlled by an opponent. Upon resolution, the target is moved to its owner's hand. If a spell is returned this way, it is removed from the stack and will not resolve. Note that this is not the same as countering; this effect bypasses 'cannot be countered' restrictions because the spell simply ceases to be on the stack.

Common Mistakes to Avoid

A common error is trying to interact with the land side while the card is in the graveyard. Since it is only an instant in the graveyard, effects that return lands to your hand or the battlefield will not work. Additionally, if you bounce a copy of a spell (like one created by a Storm trigger), the copy goes to the hand and then ceases to exist; your opponent cannot recast that copy.

When to Play Sink into Stupor

Use the instant side to disrupt a game-winning play or to tempo an opponent by bouncing their most expensive threat. Use the land side, Soporific Springs, early in the game to ensure you have the mana needed to cast your spells, especially if you can afford the 3 life to keep it untapped.

Interaction examples

Bypassing Protection

If an opponent casts a spell that 'can't be countered', a standard Counterspell would fail. However, casting Sink into Stupor allows you to return that spell to their hand. Because Sink into Stupor does not use the word 'counter', it successfully removes the spell from the stack.

Stack Interaction and Card Advantage

In a scenario where an opponent attempts to protect a spell from your Arcane Denial, you can cast Sink into Stupor targeting their original spell. The spell returns to their hand, and since Arcane Denial's target is no longer on the stack, Arcane Denial will fail to resolve (fizzle) and you will not draw cards from it later.

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

How it works : Sink into Stupor // Soporific Springs

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a spell is returned to its owner's hand, it's removed from the stack and thus will not resolve. The spell isn't countered; it just no longer exists. This works even against a spell that can't be countered.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a copy of a spell is returned to its owner's hand, it's moved there, then it will cease to exist as a state-based action. It can't be recast.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics. For example, if an effect stops you from casting creature spells, you can't cast Disciple of Freyalise, but you can still play Garden of Freyalise.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect. For example, if an effect allows you to play lands from your graveyard, you can play Garden of Freyalise, but you can't cast Disciple of Freyalise.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If an effect allows you to put a card with particular characteristics onto the battlefield without instructing you to play or cast it, you consider only the characteristics of a modal double-faced card's front face to see if that card qualifies. If it does, it enters the battlefield with its front face up. For example, if an effect allows you to put a creature card from your graveyard onto the battlefield, you can put Disciple of Freyalise onto the battlefield. However, an effect that lets you return a land card from your graveyard to your hand won't let you return Garden of Freyalise to your hand, as that card has only its front face's characteristics while in the graveyard.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack or the battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatormodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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