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Rules guide · Sorcery

Sound the CallHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Coldsnap· July 21, 2006
Carte Magic Sound the Call

Sound the Call 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

Create a 1/1 green Wolf creature token. It has "This token gets +1/+1 for each card named Sound the Call in each graveyard."

Complete guide

Sound the Call is a unique green sorcery that rewards you for themed deck building by creating Wolf tokens that grow stronger as more copies of the spell hit the graveyard. Unlike most tokens, these Wolves possess a characteristic-defining ability that continuously checks every graveyard for cards of the same name. This makes each subsequent casting of the spell significantly more impactful than the last.

Scaling Power in Numbers

When you cast Sound the Call, you create a 1/1 green Wolf creature token. This token has a built-in static ability: it gets +1/+1 for each card named Sound the Call currently sitting in any player's graveyard. Because this is a static effect, the power and toughness of the Wolf will fluctuate instantly if the number of Sound the Call cards in graveyards changes, such as through graveyard exile or by casting more copies.

Resolution and Timing

The resolution of Sound the Call follows a specific sequence. First, you create the token. At this exact moment, the sorcery is still on the stack, not in the graveyard. However, the very next step of resolving a sorcery is putting the spell card into your graveyard. State-based actions—the game's way of checking if a creature has 0 toughness and should die—are not checked until the spell has completely finished resolving. This means even the first Wolf you create will 'see' the Sound the Call that created it once it lands in the graveyard, effectively entering as a 2/2.

Strategic Implementation

This card shines in long games where you can fill your graveyard naturally. It is important to remember that it checks 'each' graveyard, meaning if an opponent is also playing Sound the Call, your tokens will benefit from their discarded or cast copies as well. To maximize efficiency, you want to thin your deck of lands using ramp spells so that you are more likely to draw into multiple copies of Sound the Call consecutively.

Interaction examples

The First Howl

You cast Sound the Call with no cards in any graveyard. You create a 1/1 Wolf token. The spell then moves to the graveyard. State-based actions check the board: the Wolf sees one Sound the Call in the graveyard and becomes a 2/2. The Wolf survives and remains a 2/2 on the battlefield.

Thinning the Deck

To ensure you find your other copies of Sound the Call, you cast Cultivate to pull two basic lands out of your library. This increases the density of your remaining 'Sound the Call' cards in the deck. When you later cast your second Sound the Call, the new token will be a 3/3 because there will be two copies of the spell in the graveyard after resolution.

Mana Fixing for Multi-Color

If you are playing a multi-color deck to support graveyard recursion, you might use Farseek to find a specific land type. By the time you cast your third Sound the Call, with Farseek already in the graveyard and two previous Sound the Calls already there, your newest Wolf token will enter and immediately become a 4/4.

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

How it works : Sound the Call

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If Sound the Call resolves while all graveyards are empty, first a 1/1 token is created, then the Sound the Call card is put into your graveyard, which makes the token 2/2. Although the token is momentarily 1/1, state-based actions aren't checked until after the Sound the Call card used to create the token is in a graveyard. For example, if Night of Souls' Betrayal is on the battlefield, the Wolf will momentarily be 0/0. By the time state-based actions are checked, it will be 1/1, so it will remain on the battlefield.

    No other card is named in this ruling.

02

Legal formats

modernlegacypaupervintagepennycommanderoathbreakerpaupercommanderduelpredhtlr
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