Summoner's Sending 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
At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater.
Complete guide
Summoner's Sending is a versatile enchantment that turns your graveyard resources into a growing army of spectral allies. By exiling creature cards each turn, you can maintain board presence while simultaneously thinning out potential threats from your opponent's graveyard. This card rewards players who trade creatures early or use self-mill strategies to fuel their ghostly reinforcements.
Harnessing the Graveyard
This enchantment features a triggered ability that occurs at the start of your end step. You choose a target creature card from any graveyard; if that card is successfully exiled, you are rewarded with a 1/1 white Spirit token with flying. The effectiveness of this Spirit depends on the size of the soul you consumed, as larger creatures provide additional strength.
Step-by-Step Resolution
First, at the beginning of your end step, the ability triggers and you choose a target creature card in a graveyard. Second, as the ability resolves, you decide whether to exile the target. Third, if the card is exiled, you create a 1/1 Spirit token. Finally, the game checks the mana value of the card you just exiled; if that value is 4 or greater, you place a +1/+1 counter on the newly created Spirit.
Important Rules and Mana Values
A common mistake involves cards with {X} in their mana cost. According to official rulings, X is always treated as 0 when a card is in the graveyard, so a creature costing {X}{W}{W} will have a mana value of 2 regardless of what was paid for it. Additionally, remember that you must be able to exile the card to get the token; if the target card leaves the graveyard before the ability resolves, no Spirit is created.
Strategic Implementation
Summoner's Sending is best utilized in defensive decks that aim to outlast the opponent. Because it triggers every one of your end steps, it provides a consistent stream of flying blockers or attackers. It is particularly effective against 'Reanimator' strategies, as it allows you to remove your opponent's key threats while building your own board.
Interaction examples
With Summoner's Sending producing flying Spirit tokens every turn, you create a recurring line of defense. When combined with Ghostly Prison, you force your opponent to pay mana just to attack, while your Spirits can easily block any flyers they manage to send your way, stalling the game in your favor.
While Summoner's Sending works to build your army from the graveyard, Authority of the Consuls ensures your opponent's creatures enter the battlefield at a disadvantage. If your opponent also has a Summoner's Sending, Authority of the Consuls will cause their new Spirit tokens to enter tapped, preventing them from being used as immediate blockers.
If you exile a creature card with a mana cost of {2}{W}{W} (mana value 4) during your end step, you create a 1/1 Spirit and immediately put a +1/+1 counter on it, resulting in a 2/2 flyer. If you exile a creature with mana cost {W} (mana value 1), you simply get the 1/1 Spirit without the counter.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Summoner's Sending
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If the exiled card has
in its mana cost, X is 0 for the purpose of determining its mana value.
No other card is named in this ruling.
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Meta decks with Summoner's Sending
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Summoner's Sending
Ghostly Prison
Authority of the Consuls