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Rules guide · Sorcery

Sram's ExpertiseHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Aether Revolt· January 20, 2017
Carte Magic Sram's Expertise

Sram's Expertise 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 three 1/1 colorless Servo artifact creature tokens. You may cast a spell with mana value 3 or less from your hand without paying its mana cost.

Complete guide

Sram's Expertise is a powerful sorcery that combines board presence with a free spell, essentially cheating the curve to provide massive tempo. This white sorcery allows you to build a small army and immediately follow up with a secondary threat or utility spell without spending extra mana. Understanding the timing of this effect is key to maximizing its value on the battlefield.

What It Does

When Sram's Expertise resolves, you perform two actions in a specific order. First, you create three 1/1 colorless Servo artifact creature tokens. Second, you have the option to cast a spell from your hand with a mana value of 3 or less without paying its mana cost. The mana value is calculated solely from the symbols in the upper right corner of the card, ignoring any cost increases or reductions.

How It Resolves Step by Step

As the spell resolves, the Servos are created first. While Sram's Expertise is still on the stack, you choose a qualifying card from your hand and cast it. If that spell requires targets, you choose them now. Any abilities that triggered during the creation of the tokens or the casting of the free spell are put onto the stack only after you have finished casting the free spell. Finally, Sram's Expertise is placed in the graveyard, followed by the free spell resolving.

Common Mistakes

A frequent error is trying to play a land as the free 'spell'; however, the rules state you may only cast a spell, and lands are never spells. Additionally, if you cast a spell with an {X} in its mana cost, such as a mana sink, you must choose 0 as the value for X. You also cannot choose to pay alternative costs (like Emerge), but you must pay mandatory additional costs if the chosen spell requires them.

When to Play It

Sram's Expertise is best used when you want to establish a board presence while simultaneously advancing your game plan. Because the free spell is cast during the resolution of a sorcery, you can cast another sorcery or a creature that you usually couldn't play during an opponent's turn. It is also an excellent way to recover after a board wipe or to set up a defense before a critical turn.

Interaction examples

Bringing Back Value

After creating three Servo tokens, you may choose to cast Sevinne's Reclamation from your hand for free. Since Sevinne's Reclamation has a mana value of 3, it qualifies. You can use it to return a permanent with mana value 3 or less from your graveyard to the battlefield, doubling down on your board development.

The Strategic Wipe

While it might seem counterintuitive to create three 1/1 Servos and then cast Wrath of God, this is a legal play. Because the Servos are created first, they will be on the battlefield when Wrath of God resolves later, resulting in them being destroyed along with all other creatures. This can be used as a desperate way to clear the board while Sram's Expertise is still resolving.

Token Synergy

If you have no other spells in hand, Sram's Expertise simply creates three 1/1 Servo artifact creature tokens. These are colorless artifact creatures that can be used for blocking, attacking, or as fuel for other artifact-based synergies in your deck.

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

How it works : Sram's Expertise

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The mana value of a split card is determined by the combined mana cost of its two halves. If an expertise spell allows you to cast a split card, you may cast either half or, if that split card has fuse, both halves.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Effects that allow you to "cast" a card don't allow you to play a land card.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    A card's mana value is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {1}{U}{U} has mana value 3. Ignore any alternative costs, additional costs, cost increases, or cost reductions that could apply to it. A card with no mana cost has a mana value of 0.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    While you're casting your free spell, the Expertise spell is still on the stack. It will be put into its owner's graveyard after the free spell is cast. The free spell can't target the Expertise card in your graveyard. It can target the Expertise spell on the stack, but the Expertise spell will become an illegal target before the free spell resolves.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Any triggered abilities that trigger while performing the Expertise spell's first effect won't be put onto the stack until after you're done casting your free spell. They're put onto the stack at the same time as any abilities that triggered while casting that spell regardless of the order in which those abilities triggered.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Cathartic Reunion, you must pay those to cast the card.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Archaeomancer
+Mystic Reflection
+Time Warp
+Sram's Expertise
#1

Archaeomancer + Mystic Reflection + Time Warp + Sram's Expertise

Infinite turnsLock
  1. 1Cast Time Warp by paying {3}{U}{U}, granting you an extra turn after this one.
  2. 2Cast Mystic Reflection by paying {1}{U}, causing the next creatures or planeswalkers to enter the battlefield this turn to enter as copies of Archaeomancer.
  3. 3Cast Sram's Expertise by paying {2}{W}{W}, creating three token copies of Archaeomancer and allowing you to cast a card with mana value 3 or less from your hand without paying its mana cost.
  4. 4Each of the Archaeomancer's ETBs trigger, returning Mystic Reflection, Time Warp, and Sram's Expertise to your hand.
  5. 5Repeat.
Archaeomancer
+Mystic Reflection
+Capture of Jingzhou
+Sram's Expertise
#2

Archaeomancer + Mystic Reflection + Capture of Jingzhou + Sram's Expertise

Infinite turnsLock
  1. 1Cast Capture of Jingzhou by paying {3}{U}{U}, granting you an extra turn after this one.
  2. 2Cast Mystic Reflection by paying {1}{U}, causing the next creatures or planeswalkers to enter the battlefield this turn to enter as copies of Archaeomancer.
  3. 3Cast Sram's Expertise by paying {2}{W}{W}, creating three token copies of Archaeomancer and allowing you to cast a card with mana value 3 or less from your hand without paying its mana cost.
  4. 4Each of the Archaeomancer's ETBs trigger, returning Mystic Reflection, Capture of Jingzhou, and Sram's Expertise to your hand.
  5. 5Repeat.
Rootha, Mercurial Artist
+Mana Echoes
+Sram's Expertise
#3

Rootha, Mercurial Artist + Mana Echoes + Sram's Expertise

Infinite colorless manaInfinite creature ETBInfinite creature LTBInfinite magecraft triggers
  1. 1Cast Sram's Expertise by paying {2}{W}{W}.
  2. 2Holding priority, activate Rootha by paying {2} and returning it to your hand, copying Sram's Expertise.
  3. 3Resolve the copy of Sram's Expertise, creating three 1/1 Servo artifact creature tokens and casting Rootha without paying its mana cost.
  4. 4When the Servos and Rootha enters the battlefield, Mana Echoes triggers four times, adding {C}{C}{C} for each Servo you control, plus {C} for each Orc and/or Shaman you control.
  5. 5Repeat from step 2.
Archaeomancer
+Mystic Reflection
+Temporal Manipulation
+Sram's Expertise
#4

Archaeomancer + Mystic Reflection + Temporal Manipulation + Sram's Expertise

Infinite turnsLock
  1. 1Cast Temporal Manipulation by paying {3}{U}{U}, granting you an extra turn after this one.
  2. 2Cast Mystic Reflection by paying {1}{U}, causing the next creatures or planeswalkers to enter the battlefield this turn to enter as copies of Archaeomancer.
  3. 3Cast Sram's Expertise by paying {2}{W}{W}, creating three token copies of Archaeomancer and allowing you to cast a card with mana value 3 or less from your hand without paying its mana cost.
  4. 4Each of the Archaeomancer's ETBs trigger, returning Mystic Reflection, Temporal Manipulation, and Sram's Expertise to your hand.
  5. 5Repeat.

Related cards and tokens

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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