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Rules guide · Enchantment Creature

Summon: Good King Mog XIIHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Final Fantasy Commander· June 13, 2025
Carte Magic Summon: Good King Mog XII

Summon: Good King Mog XII 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 — Create two 1/2 white Moogle creature tokens with lifelink. II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control. IV — Put two +1/+1 counters on each other Moogle you control. Flying, lifelink

Complete guide

Summon: Good King Mog XII is a unique Enchantment Creature — Saga Moogle that brings the royalty of the Moogle kingdom to your battlefield. It combines the progressive storytelling of a Saga with the combat presence of a 1/2 flying creature with lifelink. This card excels at building a board of tokens and then buffing them for a final, decisive strike.

A Living Story

Unlike traditional Sagas, Summon: Good King Mog XII is a creature. It enters the battlefield with one lore counter, triggering Chapter I immediately. At the beginning of your first main phase, you add another counter. The creature abilities—flying and lifelink—are always active as long as the card is on the battlefield, regardless of how many lore counters it has. Once the fourth chapter ability leaves the stack (either by resolving or being countered), you must sacrifice the card as a state-based action.

Step-by-Step Resolution

When a lore counter is added, the corresponding chapter ability triggers and goes on the stack. For Chapters II and III, the ability creates a 'delayed trigger' for the rest of the turn. Every time you cast a noncreature spell after that chapter resolves, a new trigger goes on the stack to copy a non-Saga token you control. This copy effect happens before the noncreature spell itself resolves. The new token copies the base characteristics of the target as defined by the effect that created it, but does not copy temporary buffs, counters, or whether the original was tapped.

Strategic Timing

To maximize the value of Chapters II and III, ensure you have a high-value token on the battlefield before casting your noncreature spells. Since the chapter ability triggers at the start of your main phase, you have the entire turn to cast artifacts, enchantments, or sorceries to trigger the duplication effect. Chapter IV provides a permanent boost, so try to have as many Moogle tokens as possible on the field before that fourth lore counter is added.

Interaction examples

Building the Kingdom

When Summon: Good King Mog XII enters the battlefield, Chapter I triggers, creating two 1/2 white Moogle tokens with lifelink. On your next turn, Chapter II triggers. If you then cast a noncreature spell, you can choose one of those Moogle tokens to copy. You now have three 1/2 Moogle tokens. When Chapter IV eventually resolves, it will put two +1/+1 counters on those three tokens, making them 3/4 creatures, while the King himself remains a 1/2 (as he only buffs 'other' Moogles).

Double the Royalty

If you have Roaming Throne on the battlefield with 'Moogle' chosen as the creature type, Chapter I of Summon: Good King Mog XII will trigger twice because it is a Moogle creature. You will create four Moogle tokens instead of two. Note that the Throne only doubles the triggers of the Moogle creature itself; it does not double the tokens created by the chapter abilities unless those abilities are specifically triggered by a Moogle.

Copying Complex Tokens

Suppose you use an external effect to create a token that is a copy of Solemn Simulacrum. During Chapter II of Summon: Good King Mog XII, you cast an artifact spell. The Saga triggers, and you choose the Solemn Simulacrum token to copy. A new Copy token enters as a Solemn Simulacrum. Because it 'enters' the battlefield, its ability triggers, allowing you to search for a basic land. When it eventually dies, you will also draw a card.

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

How it works : Summon: Good King Mog XII

Original English text — Wizards of the Coast / Scryfall

  1. #1· 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.

  2. #2· 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.

  3. #3· Wizards of the Coast

    The new token doesn't copy whether the original token is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, color, and so on.

    Card named in this ruling

  4. #4· 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.

  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

    The delayed triggered ability set up by Summon: Good King Mog XII's second and third chapter abilities resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    The new token copies the original characteristics of the copied token as stated by the effect that created that token.

    No other card is named in this ruling.

  8. #8· 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.

  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 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.

  11. #11· Wizards of the Coast

    Any "as [this permanent] enters" or "[this permanent] enters with" abilities of the new token will work.

    No other card is named in this ruling.

  12. #12· 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.

  13. #13· 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.

02

Popular combos

Real combos played by the community, sorted by popularity.

Intruder Alarm
+Harmonized Trio // Brainstorm
+Summon: Good King Mog XII
#1

Intruder Alarm + Harmonized Trio // Brainstorm + Summon: Good King Mog XII

Infinite card drawInfinite draw triggersNear-infinite creature ETBNear-infinite creature tokens
  1. 1Activate a creature by tapping it, adding at least {U}.
  2. 2Activate Harmonized Trio by tapping it and two other creatures you control, causing it to become prepared.
  3. 3Cast a copy of Brainstorm by paying {U}.
  4. 4Summon: Good King Mog XII triggers, creating a creature token.
  5. 5When the creature token enters, Intruder Alarm triggers, untapping all creatures.
  6. 6Resolve Brainstorm, causing you to draw three cards and put two cards from your hand onto the top of your library.
  7. 7Repeat.

Related cards and tokens

03

Legal formats

legacyvintagecommanderoathbreakerduel
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