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Rules guide · Instant

Snap JudgmentHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Mystery Booster 2· August 2, 2024
Carte Magic Snap Judgment

Snap Judgment 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

The player who wins this game also wins the match. (A player may concede the game at any time. If the game ends while this spell is on the stack, it never resolves.) Cycling {1}

Complete guide

Snap Judgment is a high-stakes playtest card from Mystery Booster 2 that turns a single game of Magic into a match-defining moment. By raising the stakes to the maximum, this red instant ensures that whoever emerges victorious in the current game takes home the entire match win. It is the ultimate 'all or nothing' spell for players who are confident in their current board state.

What It Does

Snap Judgment creates a continuous effect for the remainder of the current game. Under normal tournament rules, a match is typically decided by winning two out of three games. However, once Snap Judgment resolves, the winner of the current game is immediately declared the winner of the overall match, regardless of how many previous games each player has won.

How It Resolves Step by Step

First, you must cast Snap Judgment by paying four generic and one red mana. Once it is on the stack, players have the opportunity to respond. If the spell resolves, it creates a game-state rule: the winner of this game wins the match. If a player concedes while the spell is still on the stack, the game ends immediately and Snap Judgment never resolves, meaning the match win condition is never applied.

Common Mistakes

A common misconception is that Snap Judgment affects games that have already ended in a draw. If the current game ends in a draw after this spell resolves, the effect does nothing because no one 'won' the game. Additionally, if the match was already going to be decided by this game (for example, if both players have one win each in a best-of-three), casting this spell provides no additional benefit.

When to Play It

Because this spell costs five mana and does not impact the board, you should only play it when you have a clear path to victory. If you are stuck with it in a losing position, remember that it has Cycling for one generic mana, allowing you to discard it and draw a new card to help you find an answer to your opponent's threats.

Interaction examples

Fueling the Judgment

If you need to dig for your win condition but have Snap Judgment in hand, you can cast Big Score and discard Snap Judgment as the additional cost. This provides you with two new cards and two Treasure tokens, which can later be sacrificed to pay for a second copy of Snap Judgment or the spells needed to win the game.

Turning Treasures into Victory

Suppose you cast Unexpected Windfall to draw cards and create two Treasure tokens. You can then use the mana from those Treasures to help cast Snap Judgment later in the same turn. By doing this, you ensure that if your current strategy succeeds, your opponent won't get a chance to recover in a subsequent game of the match.

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

How it works : Snap Judgment

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    In a two-player game, the game ends immediately if one player concedes. If Snap Judgment hasn’t yet resolved when this happens, its effect won’t apply.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the game ends in a draw, Snap Judgment’s effect won’t do anything.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    In a case where the match would already be decided by the outcome of the current game, Snap Judgment’s effect won’t do anything.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

    No other card is named in this ruling.

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