The Ozolith 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 a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith. At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Complete guide
The Ozolith is a powerful legendary artifact that ensures the legacy of your fallen creatures lives on. It acts as a permanent storage for various types of counters, allowing you to recycle them onto new threats during your combat phase. This artifact is a staple for any strategy revolving around +1/+1 counters or keyword counters.
Storing the Essence
Whenever a creature you control leaves the battlefield, The Ozolith checks if that creature had any counters on it. If it did, you put the same number and type of counters onto The Ozolith. It is important to note that The Ozolith doesn't literally 'move' the counters; it creates new ones on itself based on what the creature had. This means if you have multiple copies of The Ozolith (via a Mirror Gallery effect) or other triggered abilities that track counters, they all see the full amount of counters the creature had at the moment it left.
Redistributing Power
At the beginning of your combat phase, The Ozolith offers you a choice. If it currently holds any counters, you can target a creature and move all of those counters onto it. This is an 'all-or-nothing' effect; you cannot choose to move only some of the counters. While +1/+1 counters are the most common, The Ozolith also preserves keyword counters like Lifelink or Trample. Note that if The Ozolith itself is not a creature, the counters sitting on it have no mechanical effect until they are moved back to a creature, unless they provide a utility like Hexproof.
Common Mistakes and Timing
A common point of confusion is what happens if the target creature leaves the battlefield before the ability resolves. Because the ability targets, if that target becomes illegal, the ability fails and no counters are removed from The Ozolith. Additionally, if The Ozolith is destroyed after the ability triggers but before it resolves, you cannot move any counters because they no longer exist on the battlefield. You must also remember that the movement happens at the 'beginning of combat' step, which occurs before attackers are declared.
Interaction examples
If you play Sol Ring on turn one, you can easily cast The Ozolith immediately. If a creature you later control with three +1/+1 counters is destroyed, The Ozolith will gain three +1/+1 counters. These counters remain on the artifact safely, even if you currently have no creatures to put them on.
With Arcane Signet providing the colors you need, you can reliably cast creatures with varied keyword counters. If a creature with a Flying counter and a Deathtouch counter leaves the battlefield, The Ozolith will gain one of each. At the start of your next combat, you can move both the Flying and Deathtouch counters onto a new creature to create an immediate aerial threat.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : The Ozolith
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The Ozolith's first ability doesn't move counters off the creature that's left the battlefield. Rather, you put the same number of each kind of counter the creature had onto The Ozoloith. Notably, if you somehow control a second The Ozolith, each one will receive the same number and kinds of counters that were on the creature that left the battlefield. Similarly, if the creature has an ability that triggers when it leaves the battlefield that refers to the number of counters it had, that ability will use the number of counters that were on the permanent, even if The Ozolith's first ability resolves first.
No other card is named in this ruling.
- #2· Wizards of the Coast
+1/+1 counters on The Ozolith have no effect unless it becomes a creature. Keyword counters on The Ozolith will grant it keywords that may have no practical effect. For example, flying on a noncreature artifact is just strange, but hexproof on a noncreature artifact is entirely useful.
No other card is named in this ruling.
- #3· Wizards of the Coast
As The Ozolith's last ability resolves, you choose whether to move the counters.
No other card is named in this ruling.
- #4· Wizards of the Coast
You can't move only some of the counters from The Ozolith onto the target creature.
No other card is named in this ruling.
- #5· Wizards of the Coast
If the target creature is an illegal target by the time The Ozolith's last ability tries to resolve, the ability won't resolve. You won't remove any counters from The Ozolith.
No other card is named in this ruling.
- #6· Wizards of the Coast
If The Ozolith leaves the battlefield after the last ability triggers but before it resolves, you can't move any counters from it onto the target creature.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Darksteel Reactor + Eternity Vessel + Cyberdrive Awakener + The Ozolith
- 1Use Cyberdrive Awakener to make Eternity Vessel a creature.
- 2Cause Eternity Vessel to leave the battlefield.
- 3The Ozolith triggers, putting a number of charge counters on itself equal to the charge counters that were on Eternity Vessel.
- 4At the beginning of your combat phase, The Ozolith triggers, moving all counters from it onto Darksteel Reactor.
- 5Darksteel Reactor triggers, causing you to win the game.
Darksteel Reactor + Eternity Vessel + The Ozolith + Ultron, Artificial Malevolence
- 1Cast Eternity Vessel by paying
.
- 2When Eternity Vessel enters, Ultron triggers, allowing you to pay
to create an artifact creature token copy of it that enters with a number of charge counters on it equal to your life total.
- 3Cause the Eternity Vessel creature token to leave the battlefield.
- 4The Ozolith triggers, putting a number of charge counters on itself equal to the charge counters that were on Eternity Vessel.
- 5At the beginning of your combat phase, The Ozolith triggers, moving all counters from it onto Darksteel Reactor.
- 6Darksteel Reactor triggers, causing you to win the game.
Darksteel Reactor + Eternity Vessel + The Ozolith + Does Machines
- 1At the beginning of combat, Does Machines's last ability and The Ozolith trigger.
- 2Resolve the Does Machines trigger, making Eternity Vessel a creature.
- 3In response to the remaining trigger, cause Eternity Vessel to leave the battlefield.
- 4The Ozolith triggers, putting a number of charge counters on itself equal to the charge counters that were on Eternity Vessel.
- 5Resolve The Ozolith trigger from step 1, moving all counters from it onto Darksteel Reactor.
- 6Darksteel Reactor triggers, causing you to win the game.
Darksteel Reactor + Eternity Vessel + Rise and Shine + The Ozolith
- 1Use Rise and Shine to make Eternity Vessel a creature.
- 2Cause Eternity Vessel to leave the battlefield.
- 3The Ozolith triggers, putting a number of charge counters on itself equal to the charge counters that were on Eternity Vessel.
- 4At the beginning of your combat phase, The Ozolith triggers, moving all counters from it onto Darksteel Reactor.
- 5Darksteel Reactor triggers, causing you to win the game.
Darksteel Reactor + Eternity Vessel + Karn, Silver Golem + The Ozolith
- 1Activate Karn twice by paying
, causing Eternity Vessel and Darksteel Reactor to become artifact creatures until end of turn.
- 2Cause Eternity Vessel to leave the battlefield.
- 3The Ozolith triggers, putting a number of charge counters on itself equal to the charge counters that were on Eternity Vessel.
- 4At the beginning of your combat phase, The Ozolith triggers, moving all counters from it onto Darksteel Reactor.
- 5Darksteel Reactor triggers, causing you to win the game.
Darksteel Reactor + Eternity Vessel + The Ozolith + Karn, the Great Creator
- 1Use Karn, the Great Creator to make Eternity Vessel a creature.
- 2Cause Eternity Vessel to leave the battlefield.
- 3The Ozolith triggers, putting a number of charge counters on itself equal to the charge counters that were on Eternity Vessel.
- 4At the beginning of your combat phase, The Ozolith triggers, moving all counters from it onto Darksteel Reactor.
- 5Darksteel Reactor triggers, causing you to win the game.
Darksteel Reactor + Eternity Vessel + March of the Machines + The Ozolith
- 1Cause Eternity Vessel to leave the battlefield.
- 2The Ozolith triggers, putting a number of charge counters on itself equal to the charge counters that were on Eternity Vessel.
- 3At the beginning of your combat phase, The Ozolith triggers, moving all counters from it onto Darksteel Reactor.
- 4Darksteel Reactor triggers, causing you to win the game.
Darksteel Reactor + Eternity Vessel + Tezzeret, Betrayer of Flesh + The Ozolith
- 1Use Tezzeret, Betrayer of Flesh to make Eternity Vessel a creature.
- 2Cause Eternity Vessel to leave the battlefield.
- 3The Ozolith triggers, putting a number of charge counters on itself equal to the charge counters that were on Eternity Vessel.
- 4At the beginning of your combat phase, The Ozolith triggers, moving all counters from it onto Darksteel Reactor.
- 5Darksteel Reactor triggers, causing you to win the game.
Legal formats
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Meta decks with The Ozolith
No archived Top 8 deck with this card yet.



Sol Ring
Arcane Signet








