Sword of Hours 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
Whenever equipped creature attacks, put a +1/+1 counter on it. Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature. Equip(
: Attach to target creature you control. Equip only as a sorcery.)
Complete guide
Sword of Hours is a high-variance Equipment that rewards aggressive play with both steady growth and explosive power. By combining an attack-trigger for counters with a dice-rolling mechanic for combat damage, it can turn a small creature into a massive threat in a single swing.
What It Does
Sword of Hours provides two distinct benefits. First, it places a +1/+1 counter on the equipped creature whenever it attacks, ensuring consistent growth regardless of whether the attack is blocked. Second, it features a triggered ability that occurs when the creature deals combat damage, allowing you to roll a d12. If your roll beats the damage dealt or is a natural 12, you double the +1/+1 counters currently on that creature.
Step-by-Step Resolution
When you move to the declare attackers step and choose a creature equipped with Sword of Hours, the first ability triggers and puts a +1/+1 counter on it before blockers are even declared. Later, in the combat damage step, if that creature deals damage to a player, planeswalker, or another creature, the second ability triggers. You roll a d12 during the resolution of this trigger. If the condition is met (Roll > Damage or Roll = 12), you count the number of +1/+1 counters on the creature and add that many more. Note that players cannot wait to see the die result before responding; all actions must be taken while the trigger is still on the stack.
Common Mistakes
A frequent error involves lethal trades in combat. If the equipped creature deals combat damage but also receives enough damage to die at the same time, it is moved to the graveyard before the Sword's ability resolves. While you still roll the d12 (which may trigger other cards), the creature is no longer on the battlefield to receive double counters. Additionally, remember that 'doubling' is treated as placing new counters, so effects that modify how many counters are placed will affect the total.
When to Play It
This card shines in decks that can manipulate die rolls or those that already utilize +1/+1 counter synergies. Because the success of the doubling effect depends on the roll being greater than the damage dealt, the Sword is ironically more likely to trigger its doubling effect when the creature is smaller, helping it catch up quickly.
Interaction examples
To get Sword of Hours into play and equipped quickly, you can tap Sol Ring to pay the {2} casting cost. On a following turn, you can use mana from an Arcane Signet to pay the {2} equip cost, allowing you to start attacking and accumulating counters as early as turn two or three.
If your creature has two +1/+1 counters and deals 3 damage, you trigger the Sword and roll a d12. If you roll a 4 or higher, the condition 'greater than the damage dealt' is met. You then add two more +1/+1 counters (doubling the current two), resulting in a total of four counters on the creature.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Sword of Hours
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
To double the number of +1/+1 counters on a permanent, count the number of +1/+1 counters that are currently on that permanent and put that many more on it. Any replacement effects that change this number will apply accordingly.
No other card is named in this ruling.
- #2· Wizards of the Coast
If the equipped creature takes lethal damage at the same time that it deals combat damage, it will die before the counters on it can be doubled. However, you will still roll a d12, which may cause abilities of other permanents to trigger.
No other card is named in this ruling.
- #3· Wizards of the Coast
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
No other card is named in this ruling.
- #4· Wizards of the Coast
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
No other card is named in this ruling.
- #5· Wizards of the Coast
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
No other card is named in this ruling.
- #6· Wizards of the Coast
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
No other card is named in this ruling.
- #7· Wizards of the Coast
An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
No other card is named in this ruling.
- #8· Wizards of the Coast
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
No other card is named in this ruling.
- #9· Wizards of the Coast
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
No other card is named in this ruling.
- #10· Wizards of the Coast
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
No other card is named in this ruling.
- #11· Wizards of the Coast
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
No other card is named in this ruling.
- #12· Wizards of the Coast
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
No other card is named in this ruling.
Legal formats
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Meta decks with Sword of Hours
No archived Top 8 deck with this card yet.



Sol Ring
Arcane Signet