The Grand Tour 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
Exile target permanent, then put it into its owner's hand. That player discards that card, then puts it on top of their library. Then they put it onto the battlefield.
Complete guide
The Grand Tour is a uniquely flavor-packed blue instant that takes a permanent on a whirlwind trip through every major zone in the game. In just one spell, a permanent travels from the battlefield to exile, the hand, the library, and back to the battlefield. This scenic route does more than just move a card; it resets the permanent entirely while triggering various zone-change effects along the way.
A Whirlwind Itinerary
When you cast The Grand Tour, you target one permanent on the battlefield. As the spell resolves, that object is moved through four distinct zones in a specific order: exile, its owner's hand, the top of their library, and finally back onto the battlefield. Because this all happens during the resolution of a single spell, no player can cast spells or activate abilities while the permanent is 'traveling.' If the permanent is a token, however, the tour ends immediately in the exile zone, as tokens cannot exist in other zones.
Fresh Beginnings
Once the card returns to the battlefield at the end of the tour, it is treated as a brand-new object with no memory of its previous existence. Any counters that were on it are lost, and any Auras that were attached to it are put into their owners' graveyards. Equipment becomes unattached and stays on the battlefield. Even though the card visited the hand and library, it enters the battlefield from the library, not the hand, which is an important distinction for certain triggered abilities.
Common Pitfalls
A common mistake is assuming that 'discarding' the card or 'putting it on top of the library' allows for interaction. You cannot use a discard-related ability or a search effect in the middle of this spell's resolution. Furthermore, because the card ends its journey by entering from the library, it will trigger 'Enters the Battlefield' abilities, but it will not count as being 'cast.' Note that if the target becomes illegal before the spell starts to resolve, the entire tour is canceled.
Strategic Destinations
Use The Grand Tour to save your own key permanent from removal, to reset a creature with negative counters, or to reuse a powerful 'enters the battlefield' effect. It can also be used offensively to strip an opponent's creature of its buffs and equipment, or to permanently remove a token since the token will vanish the moment it hits the exile zone.
Interaction examples
You cast The Grand Tour targeting your best creature to dodge an opponent's board wipe. Your opponent responds with Counterspell to stop the tour. Because The Grand Tour is still on the stack, the Counterspell resolves first, and your creature never leaves the battlefield, potentially leaving it vulnerable to the original board wipe.
You target an opponent's planeswalker with The Grand Tour to reset its loyalty counters. The opponent casts An Offer You Can't Refuse. The Grand Tour is countered and never resolves; the planeswalker stays where it is, and you receive two Treasure tokens instead of the planeswalker taking its trip.
You cast The Grand Tour on your own creature that has three +1/+1 counters and an Aura attached to it. The creature moves to exile, then the hand, then the library, and finally back to the battlefield. The counters are removed, the Aura is put into the graveyard, and the creature enters as a fresh object, triggering its 'enters the battlefield' ability one more time.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : The Grand Tour
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If the target permanent is a token, it stops at exile. It doesn’t move to any of the other zones or return to the battlefield. It does not pass Go. It does not collect two hundred mana.
No other card is named in this ruling.
- #2· Wizards of the Coast
Once the exiled permanent returns, it’s considered a new object with no relation to the object that it was. Auras attached to the exiled permanent will be put into their owners’ graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
No other card is named in this ruling.
- #3· Wizards of the Coast
No player may take actions while The Grand Tour is resolving, and any abilities that trigger while the permanent is on tour won’t be put onto the stack until The Grand Tour has finished resolving.
No other card is named in this ruling.
- #4· Wizards of the Coast
The Grand Tour does not include the command zone or zones belonging to any player other than its owner. Look for The MegaGrand Tour, coming soon.
No other card is named in this ruling.
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Meta decks with The Grand Tour
No archived Top 8 deck with this card yet.



Counterspell
An Offer You Can't Refuse