Stand United 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.
Official card text
Target creature gets +2/+2 until end of turn. If it's an Ally, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Complete guide
Stand United is a versatile combat trick that rewards you for working with a specific tribe while providing a solid boost to any unit on the battlefield. Whether you are pushing for lethal damage or setting up your next draw, this hybrid spell offers flexibility in both mana cost and utility.
Boosting and Filtering
When you cast Stand United, you target one creature to receive a +2/+2 bonus until the end of the turn. The spell then checks the creature's types; if it has the Ally subtype, you also get to scry 2. This allows you to look at the top two cards of your library and choose whether to keep them on top or move them to the bottom, helping you find the resources you need for the following turn.
Resolution Step-by-Step
First, you choose a legal target for the spell and pay the mana cost using either Green or White mana. Upon resolution, the target creature gains the +2/+2 stat increase immediately. Second, the game checks if the target is an Ally. If it is, you perform the scry action. If the target is no longer on the battlefield or has become illegal by the time the spell tries to resolve, the entire spell fails and you will not get to scry, even if the target was an Ally.
Common Mistakes
A frequent error is assuming you get to scry regardless of the target's survival. Because the scry is part of the spell's resolution, if your opponent removes the creature in response, the spell is removed from the stack with no effect. Additionally, remember that the Ally check happens only as the spell resolves; changing a creature's type after the spell finishes will not retroactively grant or take away the scry.
Strategic Timing
This spell is best used during the declare blockers step to save a creature or ensure a trade. If you are targeting an Ally, it is often better to use it during your own turn before your draw step if you desperately need to filter your deck for a specific land or answer.
Interaction examples
You cast Stand United on your Ally creature. In response, your opponent casts Swords to Plowshares targeting the same creature. Swords to Plowshares resolves first, exiling your creature. When Stand United tries to resolve, its only target is gone, so the spell fizzles. You do not get the +2/+2 bonus and you do not get to scry 2.
If you target a creature with Stand United and an opponent responds with Path to Exile, the creature is exiled before your buff can apply. You will still get to search for a basic land from Path to Exile's effect, but the Stand United spell will fail to resolve because its target is no longer present on the battlefield.
In a simple combat scenario, you attack with a 2/2 creature and your opponent blocks with their own 2/2. You cast Stand United. Your creature becomes a 4/4, survives the combat, and destroys the blocker. If your creature was an Ally, you then scry 2 to optimize your next turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Stand United
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Stand United
No archived Top 8 deck with this card yet.



Swords to Plowshares
Path to Exile