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Rules guide · Artifact

Staff of the Death MagusHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Magic 2015· July 18, 2014
Carte Magic Staff of the Death Magus

Staff of the Death Magus 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

Whenever you cast a black spell or a Swamp you control enters, you gain 1 life.

Complete guide

Staff of the Death Magus is a classic artifact designed to reward players for staying true to the darkness of black mana. By turning your spells and lands into a steady stream of health, it ensures you can survive long enough to enact your master plan. This card is a staple for mono-black strategies that want to stabilize against aggressive decks.

What It Does

The Staff of the Death Magus has a triggered ability that watches for two specific events: casting a black spell or having a Swamp enter the battlefield under your control. Every time one of these occurs, you gain 1 life. It is important to note that the ability triggers for any land with the Swamp subtype, not just basic Swamps, but it does not care about lands that simply produce black mana if they lack the specific subtype.

How It Resolves Step by Step

When you cast a black spell, the Staff's ability triggers and goes on the stack on top of that spell. The life gain happens before the spell itself resolves. Similarly, when a Swamp enters the battlefield, the trigger goes on the stack immediately. If multiple Swamps enter at once (via a secondary effect), the Staff triggers separately for each one, providing 1 life for each instance.

Common Mistakes

A frequent error is assuming that all black-producing lands trigger the Staff. For example, a land that taps for black but lacks the 'Swamp' type line will not trigger the ability. Additionally, copying a spell already on the stack does not count as 'casting' it, so you won't gain life from copies unless the effect specifically says you are casting the copy.

When to Play It

This artifact is best utilized in dedicated black decks where the majority of your spells will trigger its effect. It is particularly useful in long games where incremental life gain can offset the costs of cards that require you to pay life for powerful effects. It serves as a defensive tool that builds value passively as you simply play your game.

Interaction examples

Casting Colorless Spells

If you have Staff of the Death Magus on the battlefield and you cast Arcane Signet, you will not gain any life. Even though Arcane Signet can produce black mana in a black commander deck, the spell itself is colorless, so it does not meet the requirement of being a 'black spell'.

Equipping for the Long Game

Similar to other artifacts, casting Swiftfoot Boots will not trigger the Staff because the Boots are colorless. The Staff of the Death Magus only looks for the color of the spell being cast, not the utility or color identity of the cards in your deck.

Entering the Fray

If you play a basic Swamp while Staff of the Death Magus is out, the ability triggers immediately. You gain 1 life. If you later play a non-basic land that has the Swamp subtype, the Staff will also trigger, rewarding you for the subtype rather than just the card name.

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

How it works : Staff of the Death Magus

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Each of these artifacts cares about any land with the appropriate basic land type. For example, Staff of the Sun Magus’s ability triggers when any land with the subtype Plains enters the battlefield under your control, not just lands named Plains.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Most nonbasic lands don’t have basic land types, even if they produce colored mana. For example, Caves of Koilos is neither a Plains nor a Swamp. Having one enter the battlefield under your control won’t cause Staff of the Sun Magus’s ability to trigger.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you cast a copy of a card that’s a certain color, the appropriate Staff’s ability will trigger. However, if you copy a spell on the stack without casting that copy, it will not.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Acererak the Archlich
+Carnival of Souls
+Urza's Incubator
+Staff of the Death Magus
#1

Acererak the Archlich + Carnival of Souls + Urza's Incubator + Staff of the Death Magus

Near-infinite +1/+1 counters on creatures you controlInfinite card drawInfinite draw triggersNear-infinite creature ETB
  1. 1Cast Acererak either from your hand or from the command zone by paying {B} plus commander tax, if applicable.
  2. 2Staff of the Death Magus triggers, causing you to gain life.
  3. 3When Acererak enters, its first ability and Carnival of Souls trigger.
  4. 4Resolve the Carnival of Souls trigger, causing you to add {B} and lose 1 life.
  5. 5Resolve the Acererak trigger, returning it from the battlefield to your hand, and venturing into Lost Mine of Phandelver.
  6. 6Repeat.
Acererak the Archlich
+Carnival of Souls
+Semblance Anvil
+Staff of the Death Magus
#2

Acererak the Archlich + Carnival of Souls + Semblance Anvil + Staff of the Death Magus

Near-infinite +1/+1 counters on creatures you controlInfinite card drawInfinite draw triggersNear-infinite creature ETB
  1. 1Cast Acererak either from your hand or from the command zone by paying {B} plus commander tax, if applicable.
  2. 2Staff of the Death Magus triggers, causing you to gain life.
  3. 3When Acererak enters, its first ability and Carnival of Souls trigger.
  4. 4Resolve the Carnival of Souls trigger, causing you to add {B} and lose 1 life.
  5. 5Resolve the Acererak trigger, returning it from the battlefield to your hand, and venturing into Lost Mine of Phandelver.
  6. 6Repeat.
Acererak the Archlich
+Carnival of Souls
+Planar Gate
+Staff of the Death Magus
#3

Acererak the Archlich + Carnival of Souls + Planar Gate + Staff of the Death Magus

Near-infinite +1/+1 counters on creatures you controlInfinite card drawInfinite draw triggersNear-infinite creature ETB
  1. 1Cast Acererak either from your hand or from the command zone by paying {B} plus commander tax, if applicable.
  2. 2Staff of the Death Magus triggers, causing you to gain life.
  3. 3When Acererak enters, its first ability and Carnival of Souls trigger.
  4. 4Resolve the Carnival of Souls trigger, causing you to add {B} and lose 1 life.
  5. 5Resolve the Acererak trigger, returning it from the battlefield to your hand, and venturing into Lost Mine of Phandelver.
  6. 6Repeat.
Acererak the Archlich
+Carnival of Souls
+Rowan, Scion of War
+Staff of the Death Magus
#4

Acererak the Archlich + Carnival of Souls + Rowan, Scion of War + Staff of the Death Magus

Near-infinite +1/+1 counters on creatures you controlInfinite card drawInfinite draw triggersNear-infinite creature ETB
  1. 1Activate Rowan by tapping it.
  2. 2Cast Acererak by paying {B}.
  3. 3Staff of the Death Magus triggers, causing you to gain life.
  4. 4When Acererak enters, its first ability and Carnival of Souls trigger.
  5. 5Resolve the Carnival of Souls trigger, causing you to add {B} and lose 1 life.
  6. 6Resolve the Acererak trigger, returning it from the battlefield to your hand, and venturing into Lost Mine of Phandelver.
  7. 7Repeat from step 2.
Acererak the Archlich
+Carnival of Souls
+Staff of the Death Magus
+Ballad of the Black Flag
#5

Acererak the Archlich + Carnival of Souls + Staff of the Death Magus + Ballad of the Black Flag

Near-infinite +1/+1 counters on creatures you controlInfinite card drawInfinite draw triggersNear-infinite creature ETB
  1. 1Cast Acererak by paying {B}.
  2. 2Staff of the Death Magus triggers, causing you to gain life.
  3. 3When Acererak enters, its first ability and Carnival of Souls trigger.
  4. 4Resolve the Carnival of Souls trigger, causing you to add {B} and lose 1 life.
  5. 5Resolve the Acererak trigger, returning it from the battlefield to your hand, and venturing into Lost Mine of Phandelver.
  6. 6Repeat.
Acererak the Archlich
+Carnival of Souls
+Staff of the Death Magus
+Sami, Wildcat Captain
#6

Acererak the Archlich + Carnival of Souls + Staff of the Death Magus + Sami, Wildcat Captain

Near-infinite +1/+1 counters on creatures you controlInfinite card drawInfinite draw triggersNear-infinite creature ETB
  1. 1Cast Acererak by paying {B}.
  2. 2Staff of the Death Magus triggers, causing you to gain life.
  3. 3When Acererak enters, its first ability and Carnival of Souls trigger.
  4. 4Resolve the Carnival of Souls trigger, causing you to add {B} and lose 1 life.
  5. 5Resolve the Acererak trigger, returning it from the battlefield to your hand, and venturing into Lost Mine of Phandelver.
  6. 6Repeat.
Acererak the Archlich
+Carnival of Souls
+Ezzaroot Channeler
+Staff of the Death Magus
#7

Acererak the Archlich + Carnival of Souls + Ezzaroot Channeler + Staff of the Death Magus

Near-infinite +1/+1 counters on creatures you controlInfinite card drawInfinite draw triggersNear-infinite creature ETB
  1. 1Cast Acererak by paying {B}.
  2. 2Staff of the Death Magus triggers, causing you to gain life.
  3. 3When Acererak enters, its first ability and Carnival of Souls trigger.
  4. 4Resolve the Carnival of Souls trigger, causing you to add {B} and lose 1 life.
  5. 5Resolve the Acererak trigger, returning it from the battlefield to your hand, and venturing into Lost Mine of Phandelver.
  6. 6Repeat.
Acererak the Archlich
+Carnival of Souls
+Rakdos, Lord of Riots
+Staff of the Death Magus
#8

Acererak the Archlich + Carnival of Souls + Rakdos, Lord of Riots + Staff of the Death Magus

Near-infinite +1/+1 counters on creatures you controlInfinite card drawInfinite draw triggersNear-infinite creature ETB
  1. 1Cast Acererak by paying {B}.
  2. 2Staff of the Death Magus triggers, causing you to gain life.
  3. 3When Acererak enters, its first ability and Carnival of Souls trigger.
  4. 4Resolve the Carnival of Souls trigger, causing you to add {B} and lose 1 life.
  5. 5Resolve the Acererak trigger, returning it from the battlefield to your hand, and venturing into Lost Mine of Phandelver.
  6. 6Repeat.
03

Legal formats

pioneermodernlegacyvintagecommanderoathbreakerdueltlr
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Meta decks with Staff of the Death Magus

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