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Rules guide · Enchantment

So TinyHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Throne of Eldraine· October 4, 2019
Carte Magic So Tiny

So Tiny 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

Flash Enchant creature Enchanted creature gets -2/-0. It gets -6/-0 instead as long as its controller has seven or more cards in their graveyard.

Complete guide

So Tiny is a versatile blue enchantment that can turn a massive threat into a harmless nuisance at instant speed. This Aura leverages your opponent's graveyard size to significantly weaken their creatures, making it a cornerstone for control strategies. Whether you need a small debuff or a total shutdown, this card scales effectively as the game progresses.

Shrinking the Competition

So Tiny is an Aura with Flash, meaning you can cast it at almost any time you have priority, including during your opponent's turn or in response to an attack. It provides a base stat reduction of -2/-0 to the enchanted creature. However, if the controller of that creature has seven or more cards in their graveyard, the effect increases to a staggering -6/-0, effectively neutralizing most mid-range threats.

Dynamic Stat Checks

The power reduction provided by So Tiny is a continuous effect that updates automatically. The game constantly checks the number of cards in the enchanted creature's controller's graveyard. If a player casts a spell or a permanent is destroyed, bringing their graveyard count from six to seven, the creature immediately drops from -2/-0 to -6/-0 without any new triggers needed.

Strategic Timing

Because of Flash, the best time to play So Tiny is often during the Declare Attackers step. By reducing a creature's power before damage is dealt, you can save your life total or allow your own creatures to survive a block. It is also a great response to spells that care about a creature's power, as changing the power on the stack can cause those spells to have less impact.

Common Pitfalls

A common mistake is forgetting that So Tiny checks the graveyard of the creature's *controller*, not the owner of the Aura. If you enchant your opponent's creature, you must count their graveyard. Additionally, note that So Tiny only affects Power, not Toughness, so it will not destroy a creature by reducing its health to zero.

Interaction examples

Responding to Sage Constructs

Your opponent uses the second ability of Urza's Saga to create a Construct token. As they move to combat, you cast So Tiny on the token. If the opponent has seven cards in their graveyard, the Construct (which gets +1/+1 for each artifact) suffers a -6/-0 penalty. Even if they have five artifacts, the Construct's power remains at 0, preventing any combat damage.

Managing the Remora Draw

You cast So Tiny on an opponent's creature while they have Mystic Remora on the battlefield. Because So Tiny is a noncreature spell, the Remora trigger allows your opponent to draw a card unless you pay {4}. If that drawn card is their seventh card discarded or used, So Tiny immediately upgrades its debuff to -6/-0.

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

How it works : So Tiny

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    So Tiny continuously checks the enchanted creature's controller's graveyard to determine just how tiny the enchanted creature is.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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