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Tuinvale GuideHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Wilds of Eldraine· September 8, 2023
Carte Magic Tuinvale Guide

Tuinvale Guide 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

Flying Celebration — This creature gets +1/+0 and has lifelink as long as two or more nonland permanents entered the battlefield under your control this turn.

Complete guide

Tuinvale Guide is a versatile Faerie Scout from Wilds of Eldraine that rewards you for developing your board. By utilizing the celebration mechanic, this creature transforms from a simple flyer into a potent source of life gain and increased damage. Understanding how to sequence your nonland permanents is key to unlocking its full potential.

What It Does

Tuinvale Guide features the celebration mechanic, which is a static ability that checks for a specific condition. As long as two or more nonland permanents have entered the battlefield under your control during the current turn, Tuinvale Guide receives a +1/+0 power boost and gains lifelink. Because this is a static ability rather than a triggered one, the bonus applies immediately once the second nonland permanent arrives and ends as soon as the turn concludes.

How It Resolves Step by Step

First, the game tracks how many nonland permanents enter the battlefield under your control each turn. Second, when the second nonland permanent (such as a creature, artifact, enchantment, or planeswalker) enters, the celebration condition is met. Third, Tuinvale Guide immediately gains +1/+0 and lifelink; this does not use the stack and cannot be responded to. Finally, at the end of the turn, the condition resets, and the Guide returns to its base stats.

Common Mistakes

A common error is assuming that playing a land counts toward celebration; however, the ability specifically requires nonland permanents. Another mistake is thinking you need three or more permanents for a greater bonus, but celebration only cares if the count is at least two. Additionally, remember that the permanents do not need to stay on the battlefield; even if they are destroyed immediately after entering, they still count toward the total for that turn.

When to Play It

Tuinvale Guide is best played in aggressive or midrange decks that can reliably deploy multiple permanents in a single turn. It is particularly effective during your pre-combat main phase, allowing you to attack with a 3/3 lifelinker. It also pairs well with token generators or low-cost artifacts that help trigger celebration without consuming all your mana.

Interaction examples

Activating Celebration with Solemn Simulacrum

If you control Tuinvale Guide and cast Solemn Simulacrum, the Golem counts as the first nonland permanent. When the Golem's triggered ability resolves, you put a basic land onto the battlefield. However, since the land is a land permanent, it does not count for celebration. You would need to play one more nonland permanent to activate the Guide's lifelink and power boost.

Static vs Triggered Abilities

If you have Roaming Throne on the battlefield naming 'Faerie', it will not interact with Tuinvale Guide's celebration ability. This is because the Guide's ability is a static ability (indicated by 'as long as'), not a triggered ability (which would start with 'when', 'whenever', or 'at'). Even if the Throne and another nonland permanent enter together, the Guide simply gets its boost once.

Sequence for Success

Imagine you have Tuinvale Guide in hand. If you cast a 1-mana artifact and then cast Tuinvale Guide, two nonland permanents have entered your control this turn. Because Tuinvale Guide counts itself, the celebration condition is met the moment it enters the battlefield, meaning it is a 3/3 with lifelink immediately.

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

How it works : Tuinvale Guide

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Each celebration ability has a different effect.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Some celebration abilities trigger at specific parts of the turn and check whether two or more nonland permanents entered the battlefield under your control already in that turn.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Others are static abilities that give creatures abilities or power and toughness increases as long as two or more nonland permanents entered the battlefield under your control that turn.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Celebration abilities only care if two or more nonland permanents entered the battlefield under your control in a turn. They won't get more powerful if more than two permanents entered the battlefield under your control in a turn.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    The permanents that entered the battlefield don't need to remain on the battlefield or under your control. Celebration abilities are checking for past events, not the current game state.

    No other card is named in this ruling.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlpaupercommanderduel
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