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Rules guide · Enchantment // Instant

Virtue of Knowledge // Vantress VisionsHow it works & interactions with other cards

By the ManaCount desk· 10 min read· Wilds of Eldraine· September 8, 2023
Carte Magic Virtue of Knowledge // Vantress Visions

Virtue of Knowledge // Vantress Visions 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

If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. Copy target activated or triggered ability you control. You may choose new targets for the copy.

Complete guide

Virtue of Knowledge // Vantress Visions is a powerhouse for value-oriented players, offering both a flexible instant-speed utility and a massive static effect. Whether you are doubling up on powerful enter-the-battlefield effects or copying a crucial activated ability, this card ensures your permanents work twice as hard for you.

What It Does

This card exists in two parts. Vantress Visions is an Adventure instant that allows you to copy any activated or triggered ability you control for just two mana. The main permanent, Virtue of Knowledge, is a five-mana enchantment that causes any triggered ability resulting from a permanent entering the battlefield to trigger an additional time. This includes the permanent's own abilities as well as other permanents that watch for arrivals.

How It Resolves Step by Step

When you cast Vantress Visions, you target an ability already on the stack. Upon resolution, a copy of that ability is created; you can choose new targets for this copy, but you don't pay any costs again. If you cast the Virtue of Knowledge itself, it sits on the field and acts as a replacement-style effect for triggers. When a permanent enters, the game checks for triggers, finds them, and simply puts a second instance of those triggers onto the stack automatically. You then make choices for both triggers independently.

Common Mistakes

A common point of confusion involves 'As this permanent enters' effects, such as choosing a color or creature type; Virtue of Knowledge does NOT double these, as they are replacement effects, not triggered abilities. Triggered abilities always use 'When', 'Whenever', or 'At'. Additionally, having two copies of Virtue of Knowledge results in three triggers total, not four, as the text says 'an additional time' rather than 'twice as many'.

When to Play It

Vantress Visions is best used when you need to double a high-impact activated ability or a spell-like trigger. Virtue of Knowledge should be deployed when your deck is built around 'Enters the Battlefield' (ETB) triggers. Because it is an Adventure, you can safely cast the instant early to get value, then cast the enchantment later from exile to secure the long-game advantage.

Interaction examples

Doubling a Counterspell Effect

If your opponent casts two spells and you have a triggered ability on the stack that counters a spell, you can cast Vantress Visions to copy that ability. This allows you to protect your Force of Will or handle multiple threats by copying the counter-effect without needing a second physical card.

Total Board Protection

While Aetherize is a spell, if you have a permanent that triggers when your opponent attacks, Virtue of Knowledge will double that trigger. If you use Vantress Visions to copy a defensive activated ability while Aetherize is waiting in your hand, you can effectively drain your opponent's resources before bouncing their entire board.

Casting from the Adventure Zone

If you cast Vantress Visions, it resolves and is placed 'On an Adventure' in the exile zone. On a later turn, you may cast Virtue of Knowledge from exile. Once the enchantment is on the field, any creature you play that has an ETB trigger will now trigger twice, creating immense board presence.

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

How it works : Virtue of Knowledge // Vantress Visions

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Virtue of Knowledge's ability affects a permanent's own enters-the-battlefield triggered abilities as well as other triggered abilities that trigger when that permanent enters the battlefield. Such triggered abilities start with "when" or "whenever." Some keyword abilities also include a triggered ability that happens when a permanent enters the battlefield.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Replacement effects are unaffected by Virtue of Knowledge's ability. For example, a creature that enters the battlefield under your control with one +1/+1 counter on it won't receive an additional +1/+1 counter.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Abilities that apply "as [this permanent] enters the battlefield," such as choosing a number with Talion, the Kindly Lord, are also unaffected.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Virtue of Knowledge's ability doesn't copy the triggered ability; it just causes the ability to trigger an additional time. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution, such as whether to put counters on a permanent, are also made individually.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you control two copies of Virtue of Knowledge, a permanent entering the battlefield causes abilities to trigger three times, not four. A third Virtue of Knowledge causes abilities to trigger four times, a fourth causes abilities to trigger five times, and so on.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If a permanent entering the battlefield at the same time as Virtue of Knowledge (including Virtue of Knowledge itself) causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If a triggered ability is linked to a second ability, additional instances of that triggered ability are also linked to that second ability. If the second ability refers to "the exiled card," it refers to all cards exiled by instances of the triggered ability.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    In some cases involving linked abilities, an ability requires information about "the exiled card." When this happens, the ability gets multiple answers. If these answers are being used to determine the value of a variable, the sum is used. For example, if Elite Arcanist's enters-the-battlefield ability triggers twice, two cards are exiled. The value of X in the activation cost of Elite Arcanist's other ability is the sum of the two cards' mana values. As the ability resolves, you create copies of both cards and can cast none, one, or both of the copies in any order.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    In a Two-Headed Giant game, Virtue of Knowledge does not affect triggered abilities of permanents your teammate controls.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]." Some keyword abilities are triggered abilities and will have "when," "whenever," or "at the beginning of" in their reminder text.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    The source of the copy created by Vantress Visions is the same as the source of the original ability.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    If the ability copied by Vantress Visions is modal (that is, if it says, "Choose one —" or similar), the mode is copied and can't be changed.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    If the ability copied by Vantress Visions divides damage or distributes counters among a number of targets, the division and number of targets can't be changed. If you choose new targets, you must choose the same number of targets.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    If the activated ability's cost contains a choice, such as a creature to sacrifice or a number of counters to remove, the copy created by Vantress Visions uses that same information. You can't pay the cost again, even if you want to.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    Any choices made when the ability resolves won't have been made yet when it's copied by Vantress Visions. Any such choices will be made separately when the copy resolves. If a triggered ability asks you to pay a cost, you pay that cost for the copy separately.

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    If an ability is linked to a second ability, copies of that ability are also linked to that second ability. If the second ability refers to "the exiled card," it refers to all cards exiled by the ability and the copy. For example, if Tidehollow Sculler's enters-the-battlefield ability is copied and two cards are exiled, they both return when Tidehollow Sculler leaves the battlefield.

    No other card is named in this ruling.

  18. #18· Wizards of the Coast

    An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it’s in your graveyard, Questing Druid is a green creature card whose mana value is 2. It can’t be the target of Tenacious Tomeseeker’s triggered ability (“return target instant or sorcery card from your graveyard to your hand”).

    No other card is named in this ruling.

  19. #19· Wizards of the Coast

    When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card’s normal characteristics. The spell’s color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

    No other card is named in this ruling.

  20. #20· Wizards of the Coast

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell. For example, if you control Johann, Apprentice Sorcerer (“Once each turn, you may cast an instant or sorcery spell from the top of your library.”) and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.

    No other card is named in this ruling.

  21. #21· Wizards of the Coast

    If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner’s graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won’t be exiled and the spell’s controller won’t be able to cast it as a permanent later.

    No other card is named in this ruling.

  22. #22· Wizards of the Coast

    If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won’t give you permission to cast it as a permanent spell.

    No other card is named in this ruling.

  23. #23· Wizards of the Coast

    You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you’ll be able to cast it only during your main phase while the stack is empty.

    No other card is named in this ruling.

  24. #24· Wizards of the Coast

    If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it’s not possible to cast the copy as a permanent.

    No other card is named in this ruling.

  25. #25· Wizards of the Coast

    An effect may refer to a card, spell, or permanent that “has an Adventure.” This refers to a card, spell, or permanent that has an adventurer card’s set of alternative characteristics, even if they’re not being used and even if that card was never cast as an Adventure.

    No other card is named in this ruling.

  26. #26· Wizards of the Coast

    If an effect refers to a card, spell, or permanent that has an Adventure, it won’t find an instant or sorcery spell on the stack that’s been cast as an Adventure.

    No other card is named in this ruling.

  27. #27· Wizards of the Coast

    If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it’s a token) or cease to be a copy (if it’s a nontoken permanent), and so you won’t be able to cast it as an Adventure.

    No other card is named in this ruling.

  28. #28· Wizards of the Coast

    If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

    No other card is named in this ruling.

  29. #29· Wizards of the Coast

    Casting a card as an Adventure isn’t casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Peregrine Drake
+Virtue of Knowledge // Vantress Visions
+Venser, Shaper Savant
#1

Peregrine Drake + Virtue of Knowledge // Vantress Visions + Venser, Shaper Savant

Infinite creature LTBInfinite creature ETBInfinite storm countInfinite mana lands you control can produce
  1. 1Activate up to five lands by tapping them, adding at least {3}{U}{U}.
  2. 2Cast Peregrine Drake by paying {4}{U}.
  3. 3When Peregrine Drake enters, it triggers twice. Resolve the first trigger, untapping five lands.
  4. 4Holding priority, activate up to five lands by tapping them, adding at least {3}{U}{U}.
  5. 5Resolve the second Peregrine Drake trigger, untapping five lands.
  6. 6Cast Venser either from your hand or from the command zone by paying {2}{U}{U} plus commander tax if applicable.
  7. 7When Venser enters, it triggers twice, returning it and Peregrine Drake from the battlefield to your hand.
  8. 8Repeat.
Gorion, Wise Mentor
+Lucky Clover
+Virtue of Knowledge // Vantress Visions
#2

Gorion, Wise Mentor + Lucky Clover + Virtue of Knowledge // Vantress Visions

Infinite magecraft triggers
  1. 1Put an activated or triggered ability on the stack under your control.
  2. 2Holding priority, cast Vantress Visions by paying {1}{U}, targeting the ability.
  3. 3Gorion and Lucky Clover trigger.
  4. 4Resolve the Lucky Clover trigger, copying Vantress Visions, with the copy targeting Gorion's trigger.
  5. 5Resolve the copy of Vantress Visions, copying Gorion's trigger.
  6. 6Resolve the copy of Gorion's trigger, copying Vantress Visions, with the copy targeting Gorion's trigger.
  7. 7Repeat from step 5.
Peregrine Drake
+Shrieking Drake
+Virtue of Knowledge // Vantress Visions
#3

Peregrine Drake + Shrieking Drake + Virtue of Knowledge // Vantress Visions

Infinite creature LTBInfinite creature ETBInfinite storm countInfinite mana lands you control can produce
  1. 1Cast Peregrine Drake by paying {4}{U}.
  2. 2When Peregrine Drake enters the battlefield, it triggers itself twice due to Panharmonicon.
  3. 3Resolve one Peregrine Drake trigger, untapping five lands.
  4. 4Activate those lands by tapping them to add at least {2}{U}.
  5. 5Resolve the remaining Peregrine Drake trigger, untapping five lands.
  6. 6Activate those lands by tapping them to add at least {2}{U}.
  7. 7Cast Shrieking Drake by paying {U}.
  8. 8When Shrieking Drake enters the battlefield, it triggers itself twice due to Panharmonicon, returning itself and Peregrine Drake from the battlefield to your hand.
Urza, Lord High Artificer
+Deadeye Navigator
+Virtue of Knowledge // Vantress Visions
#4

Urza, Lord High Artificer + Deadeye Navigator + Virtue of Knowledge // Vantress Visions

Infinite creature LTBInfinite creature ETBInfinite tapped creature tokens
  1. 1Activate Urza by paying {1}{U}, blinking it.
  2. 2When Urza enters the battlefield, it and Deadeye Navigator's soulbond ability trigger twice.
  3. 3Resolve both Deadeye Navigator triggers, repairing it and Urza.
  4. 4Resolve both Urza triggers, creating two 0/0 Construct artifact creature tokens.
  5. 5Activate Urza's first ability twice by tapping the Constructs, adding {U}{U}.
  6. 6Repeat.
Cloud of Faeries
+Shrieking Drake
+Virtue of Knowledge // Vantress Visions
#5

Cloud of Faeries + Shrieking Drake + Virtue of Knowledge // Vantress Visions

Infinite creature LTBInfinite creature ETBInfinite storm countInfinite mana lands you control can produce
  1. 1Activate up to two lands by tapping them, adding at least {1}{U}.
  2. 2Cast Cloud of Faeries by paying {1}{U}.
  3. 3When Cloud of Faeries enters the battlefield, it triggers twice.
  4. 4Resolve the first trigger, untapping up to two lands.
  5. 5Holding priority, activate up to two lands by tapping them, adding at least {1}{U}.
  6. 6Resolve the second Cloud of Faeries trigger, untapping up to two lands.
  7. 7Cast Shrieking Drake by paying {U}.
  8. 8When Shrieking Drake enters the battlefield, it triggers twice, returning it and Cloud of Faeries from the battlefield to your hand.
Aethergeode Miner
+Decoction Module
+Virtue of Knowledge // Vantress Visions
#6

Aethergeode Miner + Decoction Module + Virtue of Knowledge // Vantress Visions

Infinite creature LTBInfinite creature ETB
  1. 1Activate Aethergeode Miner by paying {E}{E}, blinking it.
  2. 2When Aethergeode Miner enters the battlefield, Decoction Module triggers twice, causing you to get {E}{E}.
  3. 3Repeat.
Deadeye Navigator
+Virtue of Knowledge // Vantress Visions
+Prosperous Innkeeper
#7

Deadeye Navigator + Virtue of Knowledge // Vantress Visions + Prosperous Innkeeper

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite creature LTB
  1. 1Activate Prosperous Innkeeper by paying {1}{U}, blinking it.
  2. 2When Prosperous Innkeeper enters, it and Deadeye Navigator's soulbond ability trigger twice.
  3. 3Resolve both Deadeye Navigator triggers, repairing it and Prosperous Innkeeper.
  4. 4Resolve both Prosperous Innkeeper triggers, creating two Treasure tokens.
  5. 5Activate both Treasures by tapping and sacrificing them, adding {1}{U}.
  6. 6Repeat.
Aethergeode Miner
+Guide of Souls
+Virtue of Knowledge // Vantress Visions
#8

Aethergeode Miner + Guide of Souls + Virtue of Knowledge // Vantress Visions

Infinite creature LTBInfinite creature ETBInfinite lifegain triggersInfinite lifegain
  1. 1Activate Aethergeode Miner by paying {E}{E}, blinking it.
  2. 2When Aethergeode Miner enters the battlefield, Guide of Souls triggers twice, causing you to get {E}{E} and gain 2 life.
  3. 3Repeat.
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlduel
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