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Rules guide · Enchantment Creature

Summon: Esper ValigarmandaHow it works & interactions with other cards

By the ManaCount desk· 8 min read· Final Fantasy Commander· June 13, 2025
Carte Magic Summon: Esper Valigarmanda

Summon: Esper Valigarmanda 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

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Exile an instant or sorcery card from each graveyard. II, III, IV — Add {R} for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell. Flying, haste

How it works : Summon: Esper Valigarmanda

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You cast the spell while the ability is resolving and still on the stack. You can't wait to cast it later in the turn.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won't trigger again.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Saga creatures have two sections to their text boxes. The first section, above the type line, contains their chapter abilities, and the second section, below the type line, contains any other abilities (or italicized flavor text). Any abilities in the latter section aren't chapter abilities and apply no matter how many lore counters are on the creature.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Due to a rules change that takes effect with this release (see below for details), a Saga that somehow loses all of its chapter abilities will not be sacrificed as a state-based action. It will also not gain a lore counter at the beginning of each of its controller's first main phases.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Removing lore counters won't cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    As a Saga enters, its controller puts a lore counter on it. As your first main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    Summon: Esper Valigarmanda's second, third, and fourth chapter abilities aren't mana abilities. They use the stack and can be responded to.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Terra, Magical Adept // Esper Terra
+Summon: Esper Valigarmanda
+Clash of the Eikons
#1

Terra, Magical Adept // Esper Terra + Summon: Esper Valigarmanda + Clash of the Eikons

Cast all instants and sorceries from opponents' graveyards infinite timesInfinite creature ETBInfinite creature tokens with hasteInfinite magecraft triggers
  1. 1Cast Clash of the Eikons by paying {G}, removing a lore counter from Esper Terra and then putting a lore counter on Esper Terra.
  2. 2Esper Terra's first, second or third chapter ability triggers, creating a token copy of Summon: Esper Valigarmanda, and then choosing to put a lore counter on the token.
  3. 3The Summon: Esper Valigarmanda token's first and second chapter abilities trigger.
  4. 4Resolve the first trigger, exiling Clash of the Eikons from your graveyard and an instant or sorcery from each opponent's graveyard.
  5. 5Resolve the second trigger, adding {R}{R} and causing you to pay {1} to cast Clash of the Eikons from exile.
  6. 6Resolve Clash of the Eikons, removing a lore counter from Esper Terra and then putting a lore counter on Esper Terra.
  7. 7Repeat from step 2.
Summon: Esper Valigarmanda
+Replenish
+Resourceful Defense
#2

Summon: Esper Valigarmanda + Replenish + Resourceful Defense

Infinite creature LTBInfinite creature ETBInfinite creature sacrifice triggersInfinite death triggers
  1. 1Cast Replenish by paying {3}{W}, returning Summon: Esper Valigarmanda and the read-ahead Saga from your graveyard to the battlefield. Choose to have the read-ahead Saga enter with enough lore counters on it to trigger its final chapter ability.
  2. 2Summon: Esper Valigarmanda's first chapter ability and each chapter ability from the read-ahead Saga trigger.
  3. 3Resolve the Summon: Esper Valigarmanda trigger, exiling Replenish from your graveyard.
  4. 4Resolve each trigger from the read-ahead Saga, and put it into your graveyard when you resolve its final chapter ability.
  5. 5Resourceful Defense triggers, putting a number of lore counters on Summon: Esper Valigarmanda equal to the number of lore counters that were on the read-ahead Saga, triggering Summon: Esper Valigarmanda's second, third and fourth chapter abilities.
  6. 6Resolve the second and third chapter triggers, adding {R}{R} for each lore counter on Summon: Esper Valigarmanda.
  7. 7Resolve the fourth chapter trigger, adding {R} for each lore counter on Summon: Esper Valigarmanda and causing you to pay {4} to cast Replenish from exile, returning Summon: Esper Valigarmanda and the read-ahead Saga from your graveyard to the battlefield. Choose to have the read-ahead Saga enter with enough lore counters on it to trigger its final chapter ability.
  8. 8Repeat from step 2.
Summon: Esper Valigarmanda
+Clockspinning
+Magnus the Red
+Mycosynth Lattice
#3

Summon: Esper Valigarmanda + Clockspinning + Magnus the Red + Mycosynth Lattice

Infinite colored manaInfinite colorless manaInfinite storm countInfinite magecraft triggers
  1. 1At the beginning of your precombat main phase, Summon: Esper Valigarmanda triggers, putting a lore counter on it and triggering its fourth chapter ability.
  2. 2Holding priority, cast Clockspinning with buyback by paying {1}, removing a lore counter from Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  3. 3Resolve the Summon: Esper Valigarmanda ability, adding {R}{R}{R}.
  4. 4Cast Clockspinning with buyback by paying {1}, putting a lore counter on Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  5. 5Summon: Esper Valigarmanda's fourth chapter ability triggers.
  6. 6Repeat from step 2.
Summon: Esper Valigarmanda
+Clockspinning
+Chromatic Orrery
+Heliod, the Radiant Dawn // Heliod, the Warped Eclipse
#4

Summon: Esper Valigarmanda + Clockspinning + Chromatic Orrery + Heliod, the Radiant Dawn // Heliod, the Warped Eclipse

Infinite card drawInfinite colored manaInfinite colorless manaInfinite draw triggers
  1. 1At the beginning of your precombat main phase, Summon: Esper Valigarmanda triggers, putting a lore counter on it and triggering its fourth chapter ability.
  2. 2Holding priority, cast Clockspinning with buyback by paying {1}, removing a lore counter from Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  3. 3Resolve the Summon: Esper Valigarmanda ability, adding {R}{R}{R}.
  4. 4Cast Clockspinning with buyback by paying {1}, putting a lore counter on Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  5. 5Summon: Esper Valigarmanda's fourth chapter ability triggers.
  6. 6Repeat from step 2.
Summon: Esper Valigarmanda
+Clockspinning
+Mycosynth Lattice
+Font of Magic
#5

Summon: Esper Valigarmanda + Clockspinning + Mycosynth Lattice + Font of Magic

Infinite colored manaInfinite colorless manaInfinite storm countInfinite magecraft triggers
  1. 1At the beginning of your precombat main phase, Summon: Esper Valigarmanda triggers, putting a lore counter on it and triggering its fourth chapter ability.
  2. 2Holding priority, cast Clockspinning with buyback by paying {1}, removing a lore counter from Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  3. 3Resolve the Summon: Esper Valigarmanda ability, adding {R}{R}{R}.
  4. 4Cast Clockspinning with buyback by paying {1}, putting a lore counter on Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  5. 5Summon: Esper Valigarmanda's fourth chapter ability triggers.
  6. 6Repeat from step 2.
Summon: Esper Valigarmanda
+Clockspinning
+Chromatic Orrery
+Vadrik, Astral Archmage
#6

Summon: Esper Valigarmanda + Clockspinning + Chromatic Orrery + Vadrik, Astral Archmage

Infinite colored manaInfinite colorless manaInfinite storm countInfinite magecraft triggers
  1. 1At the beginning of your precombat main phase, Summon: Esper Valigarmanda triggers, putting a lore counter on it and triggering its fourth chapter ability.
  2. 2Holding priority, cast Clockspinning with buyback by paying {1}, removing a lore counter from Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  3. 3Resolve the Summon: Esper Valigarmanda ability, adding {R}{R}{R}.
  4. 4Cast Clockspinning with buyback by paying {1}, putting a lore counter on Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  5. 5Summon: Esper Valigarmanda's fourth chapter ability triggers.
  6. 6Repeat from step 2.
Summon: Esper Valigarmanda
+Clockspinning
+Chromatic Orrery
+Will, Scion of Peace
#7

Summon: Esper Valigarmanda + Clockspinning + Chromatic Orrery + Will, Scion of Peace

Infinite card drawInfinite colored manaInfinite colorless manaInfinite draw triggers
  1. 1Activate Will by tapping it, causing white and blue spells you cast to cost {1} less for each life you've gained this turn.
  2. 2At the beginning of your precombat main phase, Summon: Esper Valigarmanda triggers, putting a lore counter on it and triggering its fourth chapter ability.
  3. 3Holding priority, cast Clockspinning with buyback by paying {1}, removing a lore counter from Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  4. 4Resolve the Summon: Esper Valigarmanda ability, adding {R}{R}{R}.
  5. 5Cast Clockspinning with buyback by paying {1}, putting a lore counter on Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  6. 6Summon: Esper Valigarmanda's fourth chapter ability triggers.
  7. 7Repeat from step 3.
Summon: Esper Valigarmanda
+Clockspinning
+Chromatic Orrery
+Mindsplice Apparatus
#8

Summon: Esper Valigarmanda + Clockspinning + Chromatic Orrery + Mindsplice Apparatus

Infinite colored manaInfinite colorless manaInfinite storm countInfinite magecraft triggers
  1. 1At the beginning of your precombat main phase, Summon: Esper Valigarmanda triggers, putting a lore counter on it and triggering its fourth chapter ability.
  2. 2Holding priority, cast Clockspinning with buyback by paying {1}, removing a lore counter from Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  3. 3Resolve the Summon: Esper Valigarmanda ability, adding {R}{R}{R}.
  4. 4Cast Clockspinning with buyback by paying {1}, putting a lore counter on Summon: Esper Valigarmanda and returning Clockspinning to your hand.
  5. 5Summon: Esper Valigarmanda's fourth chapter ability triggers.
  6. 6Repeat from step 2.
03

Legal formats

legacyvintagecommanderoathbreakerduel
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