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Rules guide · Legendary Planeswalker

Urza, PlaneswalkerHow it works & interactions with other cards

By the ManaCount desk· 4 min read· The Brothers' War· November 18, 2022
Carte Magic Urza, Planeswalker

Urza, Planeswalker 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 may activate the loyalty abilities of Urza twice each turn rather than only once. +2: Artifact, instant, and sorcery spells you cast this turn cost {2} less to cast. You gain 2 life. +1: Draw two cards, then discard a card. 0: Create two 1/1 colorless Soldier artifact creature tokens. −3: Exile target nonland permanent. −10: Artifacts and planeswalkers you control gain indestructible until end of turn. Destroy all nonland permanents.

Complete guide

When the legendary artificer Urza finally unlocks his full potential, he becomes Urza, Planeswalker, a massive card formed by melding two specific pieces. This colossal permanent dominates the battlefield by allowing you to use its powerful loyalty abilities twice every turn. Mastering his diverse suite of abilities is key to controlling any match.

Unrivaled Versatilty

Urza, Planeswalker is a melded permanent, meaning he is represented by two cards on the battlefield acting as one. His static ability is his most dangerous: you can activate any of his loyalty abilities twice per turn instead of once. You can use the same ability twice or mix and choose two different ones, provided you have enough loyalty to pay the costs.

Melding and Resolution

To bring Urza to the field, you must activate the ability on Urza, Lord Protector while also controlling The Mightstone and Weakstone. Both cards are exiled and return as a single new object with 7 loyalty. Because this counts as a new permanent entering the battlefield, any existing damage, counters, or auras on the previous components do not carry over to Urza, Planeswalker.

Common Pitfalls

It is important to remember that if Urza, Planeswalker is moved to another zone like the graveyard or your hand, it reverts back into its two constituent cards. Additionally, while the melded card is extremely powerful, its mana value is the sum of its front faces (3 for the creature and 5 for the artifact), totaling 8. This is relevant for spells that care about mana values.

When to Activate

Use the +2 ability early to ramp into expensive artifacts or to stabilize your life total. If you are behind on board, the -3 can remove any troublesome nonland permanent, or the -10 can act as a one-sided board wipe, as your own artifacts and planeswalkers will gain indestructible before the destruction effect occurs.

Interaction examples

Assembling the Artificer

You control Urza, Lord Protector and The Mightstone and Weakstone. You pay seven mana to activate Urza's loyalty ability. Both cards are exiled. They return to the battlefield combined as Urza, Planeswalker. You may now immediately use two of his loyalty abilities since it is your main phase.

Cost Reduction Combo

After melding Urza, you use his +2 ability twice. This turn, artifact, instant, and sorcery spells cost {4} less to cast. You then cast Ugin, the Spirit Dragon. While Ugin is a planeswalker and not an artifact, instant, or sorcery, if you had an artifact spell in hand, it would be significantly cheaper to cast alongside your planeswalker suite.

Total Board Control

You use Urza's 0 ability to create two 1/1 Soldier artifact creature tokens. Then, you use his -10 ability. First, your artifacts (including the new Soldiers) and planeswalkers gain indestructible. Then, all nonland permanents are destroyed. Your opponent's board is cleared, while your Urza and his Soldiers remain perfectly intact.

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

How it works : Urza, Planeswalker

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    When a pair of cards are melded, the result is a single creature that's represented by two cards. If the melded creature dies, both cards are put into your graveyard. As it leaves the battlefield, both of those cards are turned face up again. If the cards are put on the top or bottom of your library, you choose their relative order.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    One card in each pair of meld cards has an ability that instructs you to exile the two cards and meld them. If you control more than one object with one of those names, you select one object with that name to exile.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    When two cards are exiled and melded, they each leave the battlefield, then return together as one new object with no relation to either of the objects that left the battlefield. Counters, Auras, Equipment, and other effects that affected those two cards don't affect the melded permanent.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren't meld cards, or meld cards that don't form a meld pair can't be melded. If an effect instructs a player to meld cards that can't be melded, those cards remain in exile.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    While a meld card is in any zone other than the battlefield, it has only the characteristics of its front face. The same is true while it's on the battlefield with its front face up.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    While a melded permanent is on the battlefield, it has only the characteristics of its combined back face. Any effects that modify how the new object enters the battlefield will consider only the combined back face.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Note that the permanent represented by the combined back faces has a color indicator.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    The mana value of a melded permanent is the sum of the mana values of its front faces. A creature that becomes a copy of a melded permanent has only the characteristics of that combined back face, and its mana value is 0.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    A player prompted to name a card may name the combined back face, and each player has the right to know that combined back face's characteristics at all times.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If an effect moves a melded permanent to a new zone and then affects "that card," it affects both cards.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    In the Commander variant, a meld card's color identity is determined only by the mana costs and mana symbols in the rules text of its front face. No symbols or rules text of the permanent it melds into are considered.

    No other card is named in this ruling.

02

Interactions with other cards

These cards' text mentions Urza, Planeswalker.

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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