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Rules guide · Enchantment

Stable WormholeHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Star Trek· November 13, 2026
Carte Magic Stable Wormhole

Stable Wormhole 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

Whenever you attack, create a tapped Planet land token named New Planet with "{T}: Add one mana of any color."

Complete guide

Stable Wormhole is a powerful enchantment that rewards aggressive strategies with consistent mana acceleration. By turning your combat phase into an exploration mission, you ensure your resource pool grows every time you declare an attack. This green enchantment provides the foundation for a deck that wants to ramp while maintaining board pressure.

What it Does

Stable Wormhole features a triggered ability that fires whenever you declare an attack. It doesn't matter how many creatures you attack with; as long as at least one creature is declared as an attacker during the Declare Attackers step, the ability triggers. The result is a New Planet token—a unique land type that enters the battlefield tapped and can produce any color of mana.

Step-by-Step Resolution

First, you enter your Combat Phase and move to the Declare Attackers step. Once you declare one or more creatures as attackers, Stable Wormhole's ability is put onto the stack. When the ability resolves, you create a tapped Planet land token named New Planet. Because the land enters tapped, you typically cannot use the mana until your next turn, unless you have a way to untap it.

Common Mistakes

A common point of confusion is how many tokens are created. Even if you attack with ten creatures, you only 'attack' once per combat, so you only get one New Planet token. Additionally, remember that these tokens are lands, not creatures. They do not count toward creature-based triggers like those found on Garruk's Uprising unless a separate effect turns them into creatures.

When to Play It

Stable Wormhole is best played in the early to mid-game when you have a reliable creature to send into combat. Since the tokens enter tapped, playing this card on turn three and attacking allows you to jump to five mana on turn four, setting up high-cost spells or multi-colored requirements very efficiently.

Interaction examples

Basic Mana Ramp

With Stable Wormhole on the battlefield, you declare a creature as an attacker. The enchantment triggers, and you put a New Planet token onto the battlefield tapped. On your next turn, you can untap that New Planet and tap it to add one mana of any color to your mana pool.

Drawing into Resources

During your draw step, Sylvan Library allows you to draw extra cards to ensure you have creatures to cast. Once you cast a creature and attack with it, Stable Wormhole provides the mana needed to pay for the expensive spells you found with your Library.

Aggression without Rewards

You attack with a 4/4 creature. Stable Wormhole triggers to create a New Planet land token. Note that Garruk's Uprising does not trigger to draw a card because the New Planet is a land, not a creature, even though it entered the battlefield under your control.

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

How it works : Stable Wormhole

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

Related cards and tokens

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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