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Rules guide · Enchantment

The Mirari ConjectureHow it works & interactions with other cards

By the ManaCount desk· 6 min read· Dominaria· April 27, 2018
Carte Magic The Mirari Conjecture

The Mirari Conjecture 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 III.) I — Return target instant card from your graveyard to your hand. II — Return target sorcery card from your graveyard to your hand. III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.

Complete guide

The Mirari Conjecture is a powerful blue Saga that retraces the history of a legendary artifact to grant you mastery over time and magic. It allows you to recover lost spells before culminating in a final chapter that doubles every magical feat you perform for a turn.

A Journey Through History

As a Saga, The Mirari Conjecture enters the battlefield with a lore counter and gains another after each of your draw steps. The first two chapters focus on recursion, targeting an instant and then a sorcery in your graveyard to return them to your hand. These targeted abilities trigger immediately when the counter is placed, giving you back resources to fuel your future turns.

The Power of the Mirari

When the third lore counter is placed, the final chapter ability triggers. Once it resolves, any instant or sorcery spell you cast for the rest of the turn is automatically copied. You don't pay any extra mana for these copies, and you can choose new targets for them. Note that the copies are created directly on the stack; they are not 'cast,' so they won't trigger the Mirari's effect again or any other 'whenever you cast' abilities.

Ending the Tale

A common point of confusion is when the Saga leaves the battlefield. The Mirari Conjecture is sacrificed as a state-based action only after the third chapter ability has finished resolving or has otherwise left the stack. Even though the Saga is gone, the 'copy' effect lasts until the end of your current turn, ensuring your spells remain empowered.

Common Mistakes

Remember that if a spell is modal (like choosing between two options), the copy must use the same mode as the original. Similarly, if you cast a spell with X in its cost, the copy will have the same value for X. You cannot change these choices for the copy; you only have the freedom to change the targets the spell is aiming at.

Interaction examples

Doubling Your Options

On the turn your third lore counter is placed, you cast a simple card-draw spell. The Mirari Conjecture's third ability triggers and puts a copy of that spell on the stack. The copy resolves first, giving you cards, and then your original spell resolves, giving you even more cards for the price of one.

Strategic Recursion

While Kindred Discovery is on the battlefield, you use the first chapter of The Mirari Conjecture to return a removal spell to your hand. By retrieving an instant that can protect your creatures, you ensure that you can keep attacking to trigger Kindred Discovery's draw ability safely on subsequent turns.

Maintaining Momentum

After the second chapter returns a sorcery to your hand, you might use Bident of Thassa to force your opponents to attack, leaving them open. On your next turn, the third chapter resolves, and you cast that sorcery twice to clear their board or draw a massive amount of cards, capitalizing on the temporary advantage.

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

How it works : The Mirari Conjecture

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The Mirari Conjecture’s final chapter ability copies any instant or sorcery spell you cast, not just those with targets.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The copy is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell won’t trigger.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The copy will have the same targets as the spell it’s copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can’t choose a new legal target, then it remains unchanged (even if the current target is illegal).

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the spell that’s copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode. A different mode can’t be chosen.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If the spell that’s copied has an X whose value was determined as it was cast (like Jaya’s Immolating Inferno does), the copy will have the same value of X.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If the spell has damage divided as it was cast (like Fight with Fire does when kicked), the division can’t be changed (although the targets receiving that damage still can).

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    The controller of a copy can’t choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat 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.

  9. #9· 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.

  10. #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 III chapter ability to trigger, but I and II won’t trigger again.

    No other card is named in this ruling.

  11. #11· 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.

  12. #12· 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.

  13. #13· Wizards of the Coast

    If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won’t cause a previous chapter ability to trigger.

    No other card is named in this ruling.

  14. #14· 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—in the Dominaria set, this is always three—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.

02

Popular combos

Real combos played by the community, sorted by popularity.

Nesting Grounds
+The Mirari Conjecture
+Time Warp
#1

Nesting Grounds + The Mirari Conjecture + Time Warp

Infinite turnsLock
  1. 1Play The Mirari Conjecture and Time Warp, then go to the next turn.
  2. 2Use Conjecture's 2nd activation to add Time Warp back to hand, then play Nesting Grounds.
  3. 3Play Time Warp.
  4. 4Go to the next turn.
  5. 5Activate Nesting Grounds to remove a saga counter from Conjecture, then add back Time Warp when Conjecture's 2nd activation triggers again.
Power Conduit
+The Mirari Conjecture
+Time Warp
#2

Power Conduit + The Mirari Conjecture + Time Warp

Infinite turnsLock
  1. 1Play The Mirari Conjecture and Time Warp, then go to the next turn.
  2. 2Use Conjecture's 2nd activation to add Time Warp back to hand, then play Power Conduit.
  3. 3Play Time Warp.
  4. 4Go to the next turn.
  5. 5Activate Power Conduit to remove a saga counter from Conjecture, then add back Time Warp when Conjecture's 2nd activation triggers again.
Nesting Grounds
+The Mirari Conjecture
+Temporal Manipulation
#3

Nesting Grounds + The Mirari Conjecture + Temporal Manipulation

Infinite turnsLock
  1. 1Play The Mirari Conjecture and Temporal Manipulation, then go to the next turn.
  2. 2Use Conjecture's 2nd activation to add Temporal back to hand, then play Nesting Grounds.
  3. 3Play Temporal Manipulation.
  4. 4Go to the next turn.
  5. 5Activate Nesting Grounds to remove a saga counter from Conjecture, then add back Temporal when Conjecture's 2nd activation triggers again.
Chisei, Heart of Oceans
+The Mirari Conjecture
+Time Warp
#4

Chisei, Heart of Oceans + The Mirari Conjecture + Time Warp

Infinite turnsLock
  1. 1Cast Time Warp by paying {3}{U}{U}, taking an extra turn after this one.
  2. 2Move to your next turn.
  3. 3At the beginning of your upkeep, Chisei triggers, removing a lore counter from The Mirari Conjecture.
  4. 4After your draw step, The Mirari Conjecture triggers, returning Time Warp to your hand.
  5. 5Repeat.
Power Conduit
+The Mirari Conjecture
+Temporal Manipulation
#5

Power Conduit + The Mirari Conjecture + Temporal Manipulation

Infinite turnsLock
  1. 1Play The Mirari Conjecture and Temporal Manipulation, then go to the next turn.
  2. 2Use Conjecture's 2nd activation to add Temporal back to hand, then play Power Conduit.
  3. 3Play Temporal Manipulation.
  4. 4Go to the next turn.
  5. 5Activate Power Conduit to remove a saga counter from Conjecture, then add back Temporal when Conjecture's 2nd activation triggers again.
Chisei, Heart of Oceans
+The Mirari Conjecture
+Temporal Manipulation
#6

Chisei, Heart of Oceans + The Mirari Conjecture + Temporal Manipulation

Infinite turnsLock
  1. 1Cast Temporal Manipulation by paying {3}{U}{U}, taking an extra turn after this one.
  2. 2Move to your next turn.
  3. 3At the beginning of your upkeep, Chisei triggers, removing a lore counter from The Mirari Conjecture.
  4. 4After your draw step, The Mirari Conjecture triggers, returning Temporal Manipulation to your hand.
  5. 5Repeat.
Nesting Grounds
+The Mirari Conjecture
+Capture of Jingzhou
#7

Nesting Grounds + The Mirari Conjecture + Capture of Jingzhou

Infinite turnsLock
  1. 1Play The Mirari Conjecture and Capture of Jingzhou, then go to the next turn.
  2. 2Use Conjecture's 2nd activation to add Capture of Jingzhou back to hand, then play Nesting Grounds.
  3. 3Play Capture of Jingzhou.
  4. 4Go to the next turn.
  5. 5Activate Nesting Grounds to remove a saga counter from Conjecture, then add back Capture of Jingzhou when Conjecture's 2nd activation triggers again.
Power Conduit
+The Mirari Conjecture
+Capture of Jingzhou
#8

Power Conduit + The Mirari Conjecture + Capture of Jingzhou

Infinite turnsLock
  1. 1Play The Mirari Conjecture and Capture of Jingzhou, then go to the next turn.
  2. 2Use Conjecture's 2nd activation to add Capture of Jingzhou back to hand, then play Power Conduit.
  3. 3Play Capture of Jingzhou.
  4. 4Go to the next turn.
  5. 5Activate Power Conduit to remove a saga counter from Conjecture, then add back Capture of Jingzhou when Conjecture's 2nd activation triggers again.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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