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Rules guide · Artifact

SpellbinderHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Darksteel· February 6, 2004
Carte Magic Spellbinder

Spellbinder 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

Imprint — When this Equipment enters, you may exile an instant card from your hand. Whenever equipped creature deals combat damage to a player, you may copy the exiled card. If you do, you may cast the copy without paying its mana cost. Equip {4}

How it works : Spellbinder

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The creation of the copy and then the casting of the copy are both optional.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Spellbinder's second ability allows you to create a copy of the imprinted instant card in the Exile zone (that's where the imprinted instant card is) and then cast it without paying its mana cost.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    You don't pay the spell's mana cost. If the spell has X in its mana cost, X is 0. You do pay any additional costs for that spell. You can't use any alternative costs.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the copied card is a split card, you choose which one side of it to cast, but you can't cast both sides. You can choose the other side later in the game, though.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Spellbinder imprints a card only once, when it enters. Attaching Spellbinder to a creature doesn't trigger its "enters" ability.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Teferi's Protection
+Spellbinder
#1

Teferi's Protection + Spellbinder

Permanents you control phase out during your opponents' turnsYou have protection from everything during your opponents' turnsYour life total can't change during your opponents' turnsLock
  1. 1Deal combat damage to an opponent using the creature that has Spellbinder attached.
  2. 2Spellbinder triggers, casting a copy of Teferi's Protection without paying its mana cost.
  3. 3Resolve the copy of Teferi's Protection, phasing out all permanents you control and causing you to have protection from everything and preventing your life total from changing until your next turn.
  4. 4Repeat during each of your turns.
Spellbinder
+Savage Beating
#2

Spellbinder + Savage Beating

Infinite combat phasesInfinite damageInfinite magecraft triggersInfinite storm count
  1. 1Declare the creature with Spellbinder equipped as an attacker, attacking an opponent unable to block it.
  2. 2Deal combat damage with the creature, triggering Spellbinder, casting a copy of Savage Beating without paying its mana cost.
  3. 3Resolve Savage Beating, untapping all creatures you control and getting an additional combat phase after this one.
  4. 4Repeat.
Nexus of Fate
+Spellbinder
#3

Nexus of Fate + Spellbinder

Infinite turnsLock
  1. 1Deal combat damage with the creature that has Spellbinder attached.
  2. 2Spellbinder triggers, casting a copy of Nexus of Fate without paying its mana cost.
  3. 3Resolve Nexus of Fate, taking an extra turn after this one and shuffling your library.
  4. 4Repeat each turn.
Spellbinder
+Great Train Heist
#4

Spellbinder + Great Train Heist

Infinite storm countInfinite combat phasesInfinite untap of creatures you controlInfinite mana creatures you control can produce
  1. 1Deal combat damage with the creature that has Spellbinder attached, triggering Spellbinder.
  2. 2Holding priority, activate any number of creatures you control by tapping them, adding at least {2}{R}.
  3. 3Resolve the Spellbinder trigger, casting a copy of Great Train Heist without paying its mana cost, and choosing to pay an additional {2}{R} to select its first mode, causing you to untap all creatures you control and to get an additional combat phase after this one.
  4. 4Repeat each combat phase.
Spellbinder
+Beacon of Tomorrows
+Mystical Tutor
#5

Spellbinder + Beacon of Tomorrows + Mystical Tutor

Infinite turnsSkip your draw stepsLock
  1. 1Cast Beacon of Tomorrows by paying {6}{U}{U}, causing you to take an extra turn after this one and shuffle Beacon of Tomorrows into your library.
  2. 2Deal combat damage to an opponent using the creature that has Spellbinder attached.
  3. 3Spellbinder triggers, casting a copy of Mystical Tutor without paying its mana cost.
  4. 4Resolve the copy of Mystical Tutor, searching your library for Beacon of Tomorrows and putting it on top of your library.
  5. 5Move to your next turn, drawing Beacon of Tomorrows during your draw step.
  6. 6Repeat.
Spellbinder
+Final Fortune
+Sundial of the Infinite
#6

Spellbinder + Final Fortune + Sundial of the Infinite

Infinite turnsLock
  1. 1Deal combat damage to a player with the equipped creature.
  2. 2Spellbinder's second ability triggers, allowing you to cast a copy of Final Fortune without paying its mana cost.
  3. 3The Final Fortune copy resolves, causing you to take an extra turn after this one and creating a delayed triggered ability that will cause you to lose the game at the end of that turn.
  4. 4Repeat steps 1 to 3 on your next extra turn.
  5. 5At the beginning of your end step, a delayed triggered ability from Final Fortune triggers.
  6. 6In response, activate Sundial of the Infinite by paying {1} and tapping it, exiling that ability and ending the turn.
  7. 7Repeat from step 4 each turn.
Obeka, Brute Chronologist
+Final Fortune
+Spellbinder
#7

Obeka, Brute Chronologist + Final Fortune + Spellbinder

Infinite damageNear-infinite turnsLock
  1. 1Attack with equipped creature, dealing combat damage.
  2. 2Copy and cast Final Fortune with the Spellbinder trigger.
  3. 3Pass the turn.
  4. 4Attack with equipped creature, dealing combat damage.
  5. 5Copy and cast Final Fortune with the Spellbinder trigger.
  6. 6Pass the turn.
  7. 7When the lose the game trigger is on the stack, activate Obeka to end the turn, exiling the trigger.
  8. 8Repeat steps 3-6.
Spellbinder
+Beacon of Tomorrows
+Vampiric Tutor
#8

Spellbinder + Beacon of Tomorrows + Vampiric Tutor

Near-infinite turnsSkip your draw stepsLock
  1. 1Cast Beacon of Tomorrows by paying {6}{U}{U}, causing you to take an extra turn after this one and shuffle Beacon of Tomorrows into your library.
  2. 2Deal combat damage to an opponent using the creature that has Spellbinder attached.
  3. 3Spellbinder triggers, casting a copy of Vampiric Tutor without paying its mana cost.
  4. 4Resolve the copy of Vampiric Tutor, searching your library for Beacon of Tomorrows, putting it on top of your library and causing you to lose 2 life.
  5. 5Move to your next turn, drawing Beacon of Tomorrows during your draw step.
  6. 6Repeat.
  7. 7NOTE: This combo only persists as long as your life total remains above 2.
03

Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredhtlr
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