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Rules guide · Creature

TriskaidekaphileHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Innistrad: Midnight Hunt· September 24, 2021
Carte Magic Triskaidekaphile

Triskaidekaphile 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

You have no maximum hand size. At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game. {3}{U}: Draw a card.

Complete guide

Triskaidekaphile is a unique blue creature that turns the number thirteen from a badge of bad luck into an immediate victory. Not only does it provide a way to win the game outright, but it also ensures you can hold onto every card you draw by removing your maximum hand size.

Unlocking Victory

This card features a static ability, a triggered ability, and an activated ability. While it is on the battlefield, you no longer need to discard down to seven cards during your cleanup step. Its most powerful feature is the 'win the game' trigger, which checks your hand count at the very start of your upkeep. Additionally, you can spend mana at any time you have priority to draw cards, helping you reach that specific count of thirteen.

The Upkeep Check

The triggered ability uses an 'intervening if' clause. This means two things: first, you must have exactly thirteen cards in your hand at the moment your upkeep begins for the ability to even go on the stack. Second, you must still have exactly thirteen cards in your hand when the ability tries to resolve. If your hand size changes in response to the trigger, you won't win the game.

Strategic Timing

Since the check happens at the start of the upkeep, you cannot use your normal draw step to reach thirteen cards for that turn's trigger; that card comes too late. Instead, you should use the activated ability or other spells during your opponent's end step or during your own upkeep in response to the trigger if you need to adjust your hand count. Remember, the ability to have no maximum hand size only works while Triskaidekaphile is on the battlefield.

Interaction examples

Reaching the Magic Number

If you have twelve cards in hand as your upkeep starts, the ability does not trigger. However, if you have thirteen cards, the ability triggers. While the trigger is on the stack, an opponent might try to force you to draw or discard. You can tap Ornithopter of Paradise for mana and use Triskaidekaphile's activated ability to draw back up to thirteen if they forced a discard, ensuring the 'if' clause is satisfied upon resolution.

Maintaining Hand Size

With Triskaidekaphile on the board, you can hold thirteen or more cards without discarding. You can use Foundry Inspector to make your artifact spells cheaper, allowing you to cast spells to reduce your hand size exactly to thirteen during your opponent's turn, setting yourself up for the win on your next upkeep.

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

How it works : Triskaidekaphile

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Triskaidekaphile's triggered ability will trigger only if you have exactly thirteen cards in your hand as your upkeep starts. If you have fewer cards in your hand, you won't be able to draw cards during your upkeep in time to cause the ability to trigger.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Triskaidekaphile
+Drown in Dreams
#1

Triskaidekaphile + Drown in Dreams

Win the game at the beginning of your next upkeep
  1. 1During the end step before your turn, cast Drown in Dreams by paying {15}{U} minus {1} for each card in your hand, causing you to draw cards until you have thirteen cards in hand.
  2. 2At the beginning of your upkeep, Triskaidekaphile triggers, causing you to win the game.
Triskaidekaphile
+Stroke of Genius
#2

Triskaidekaphile + Stroke of Genius

Win the game at the beginning of your next upkeep
  1. 1During the end step before your turn, cast Stroke of Genius by paying {15}{U} minus {1} for each card in your hand, causing you to draw cards until you have thirteen cards in hand.
  2. 2At the beginning of your upkeep, Triskaidekaphile triggers, causing you to win the game.
Triskaidekaphile
+Ad Nauseam
#3

Triskaidekaphile + Ad Nauseam

Win the game at the beginning of your next upkeep
  1. 1During the end step prior to your turn, cast Ad Nauseam by paying {3}{B}{B}.
  2. 2Resolve Ad Nauseam, putting the top card of your library into your hand and losing life equal to that card's mana value.
  3. 3Repeat the process in step 2 until you have thirteen cards in your hand.
  4. 4At the beginning of your upkeep, Triskaidekaphile triggers, causing you to win the game.
Triskaidekaphile
+Rishkar's Expertise
+Emrakul, the Promised End
#4

Triskaidekaphile + Rishkar's Expertise + Emrakul, the Promised End

Win the game at the beginning of your next upkeep
  1. 1Cast Rishkar's Expertise by paying {4}{G}{G}, causing you to draw thirteen cards.
  2. 2At the beginning of your next upkeep, Triskaidekaphile triggers, causing you to win the game.
Triskaidekaphile
+Return of the Wildspeaker
+Emrakul, the Promised End
#5

Triskaidekaphile + Return of the Wildspeaker + Emrakul, the Promised End

Win the game at the beginning of your next upkeep
  1. 1Cast Return of the Wildspeaker by paying {4}{G}, causing you to draw thirteen cards.
  2. 2At the beginning of your next upkeep, Triskaidekaphile triggers, causing you to win the game.
Triskaidekaphile
+Rishkar's Expertise
+Krosan Cloudscraper
#6

Triskaidekaphile + Rishkar's Expertise + Krosan Cloudscraper

Win the game at the beginning of your next upkeep
  1. 1Cast Rishkar's Expertise by paying {4}{G}{G}, causing you to draw thirteen cards.
  2. 2At the beginning of your next upkeep, Triskaidekaphile and Krosan Cloudscraper trigger.
  3. 3Resolve the Triskaidekaphile trigger, causing you to win the game.
Triskaidekaphile
+Peer into the Abyss
+Aeromoeba
+Savor the Moment
#7

Triskaidekaphile + Peer into the Abyss + Aeromoeba + Savor the Moment

Win the game at the beginning of your next upkeep
  1. 1Cast Peer into the Abyss, drawing at least twelve cards and losing half your life total.
  2. 2Cast Savor the Moment, gaining an extra turn.
  3. 3Activate Aeromeba by discarding a card to switch Aeromeba's power and toughness until end of turn.
  4. 4Repeat step 3 until you have exactly thirteen cards in your hand.
  5. 5Pass to the extra turn.
  6. 6At the beginning of your upkeep, Triskaidekaphile triggers, winning the game.
Triskaidekaphile
+Return of the Wildspeaker
+Krosan Cloudscraper
#8

Triskaidekaphile + Return of the Wildspeaker + Krosan Cloudscraper

Win the game at the beginning of your next upkeep
  1. 1Cast Return of the Wildspeaker by paying {4}{G}, causing you to draw thirteen cards.
  2. 2At the beginning of your next upkeep, Triskaidekaphile and Krosan Cloudscraper trigger.
  3. 3Resolve the Triskaidekaphile trigger, causing you to win the game.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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