Summon: Magus Sisters 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
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose one at random — • Combine Powers! — Put three +1/+1 counters on target creature. • Defense! — Put a shield counter on target creature. You gain 3 life. • Fight! — This creature fights up to one target creature an opponent controls. Haste
Complete guide
Summon: Magus Sisters is a unique Saga creature that brings the unpredictable chaos of the Fae to your battlefield. As a Faerie with Haste, it starts working immediately, triggering one of three powerful modes at random every time it gains a lore counter. Whether you are buffing your team, shielding your allies, or picking a fight, these sisters ensure the game stays dynamic.
A Saga in Motion
Summon: Magus Sisters functions as both an Enchantment Creature and a Saga. It enters the battlefield with one lore counter, triggering its Chapter I ability immediately. You will also add a lore counter at the beginning of your first main phase (after your draw step). Because it has Haste, it can attack the same turn it is played, even while its chapter abilities are resolving on the stack.
Resolving the Randomness
When a lore counter is added, the chapter ability triggers. First, you must choose one of the three modes at random. Only after the mode is randomly determined do you choose the targets for that specific mode. For example, if 'Combine Powers!' is rolled, you then choose which creature receives the +1/+1 counters. If a mode requires a target and there are no legal targets available for it, that mode cannot be selected during the random roll.
Shields and Combat
The 'Defense!' mode provides a shield counter. If a creature with a shield counter would be dealt damage or destroyed, you instead remove one shield counter and prevent that damage. Note that if a creature with a shield counter is dealt unpreventable damage, the damage is still dealt, but the shield counter is still removed. The 'Fight!' mode allows the Magus Sisters to fight up to one target creature an opponent controls, utilizing its own stats and any counters it may have gained from previous chapters.
Strategic Timing
Since the Saga is sacrificed after the III chapter ability leaves the stack, you typically get three turns of value. However, if you can remove lore counters, you can repeat the effects. If the creature somehow loses all its chapter abilities, it will stop gaining lore counters and will not be sacrificed by the Saga state-based action rules.
Interaction examples
If you control Roaming Throne and chose 'Faerie' as its type, the chapter abilities of Summon: Magus Sisters will trigger twice each time a lore counter is added. For each trigger, you roll randomly for a mode and choose targets separately. This could result in putting six +1/+1 counters on a single creature or gaining 6 life and two shield counters in a single turn.
When the Chapter II ability of the Sisters triggers, you randomly roll 'Defense!'. You choose Solemn Simulacrum as the target. The Simulacrum receives a shield counter and you gain 3 life. Later, if an opponent tries to use a destruction spell on the Simulacrum, the shield counter is removed instead of the creature being destroyed, allowing you to keep your land-searching Golem on the field longer.
You cast Summon: Magus Sisters for five mana. It enters with a lore counter, and you randomly roll 'Combine Powers!'. You target the Sisters themselves, making them a 6/6 creature with Haste (assuming base 3/3). Because it has Haste, you can immediately attack with a 6/6 flyer, representing a massive swing the moment it hits the board.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Summon: Magus Sisters
Original English text — Wizards of the Coast / Scryfall
- #1· 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.
- #2· Wizards of the Coast
"Shield" is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal.
No other card is named in this ruling.
- #3· 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.
- #4· Wizards of the Coast
As you put one of Summon: Magus Sisters's chapter abilities on the stack, you choose a mode at random. Players can respond to the ability knowing which mode was chosen.
No other card is named in this ruling.
- #5· Wizards of the Coast
If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed.
No other card is named in this ruling.
- #6· 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.
- #7· Wizards of the Coast
In the incredibly rare case where there is no legal target for the first or second mode, those modes can't be chosen at random. Since the third mode doesn't require a target, it is always eligible to be chosen.
No other card is named in this ruling.
- #8· Wizards of the Coast
A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch.
No other card is named in this ruling.
- #9· 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.
- #10· 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.
- #11· Wizards of the Coast
Shield counters don't prevent players from sacrificing creatures.
No other card is named in this ruling.
- #12· Wizards of the Coast
The random choice of mode for Summon: Magus Sisters's chapter abilities is made before targets are chosen.
No other card is named in this ruling.
- #13· Wizards of the Coast
If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed.
No other card is named in this ruling.
- #14· 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.
- #15· 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.
- #16· Wizards of the Coast
Removing a shield counter when a permanent would be dealt damage or destroyed isn't the same as regenerating that permanent.
No other card is named in this ruling.
- #17· 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.
- #18· 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.
Legal formats
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Meta decks with Summon: Magus Sisters
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum