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Rules guide · Sorcery

Vivisurgeon's InsightHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Phyrexia: All Will Be One· February 10, 2023
Carte Magic Vivisurgeon's Insight

Vivisurgeon's Insight 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

Draw three cards. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Complete guide

Vivisurgeon's Insight is a powerful blue sorcery that combines significant card advantage with the Phyrexian-themed mechanic of proliferation. For five mana, you replenish your hand while simultaneously strengthening your board state or advancing your victory conditions. It is a versatile tool for any deck that relies on counters to win.

What it does

Vivisurgeon's Insight performs two distinct actions in sequence. First, you draw three cards from your library. Second, you proliferate, which allows you to choose any number of players and/or permanents on the battlefield and give them another counter of each kind they already have. You do not need to choose every permanent or player with a counter; you only select the ones you want to affect.

How it resolves step by step

When you cast Vivisurgeon's Insight, it goes on the stack and players can respond. Once it begins to resolve, no one can take actions until the spell finishes. You draw your three cards first. Then, you choose which permanents and players will receive counters. If a chosen target has multiple types of counters, it receives one more of every type. Finally, the spell is put into your graveyard.

Common Mistakes

A common error is trying to proliferate counters on cards in zones other than the battlefield, such as cards in exile or your graveyard; this is not allowed. Additionally, remember that if you choose a permanent with both a +1/+1 and a -1/-1 counter, you must add one of each, though state-based actions will cause them to cancel each other out and be removed shortly after the spell finishes resolving.

When to play it

This card is best played when you have already established a presence of counters on the board, such as +1/+1 counters on creatures or poison counters on an opponent. Because it is a sorcery, you should typically cast it during your main phase when you need to dig for answers or push for a lethal blow using the proliferation effect.

Interaction examples

Maximizing Resources

If you are playing a Kindred deck, you can cast Distant Melody to draw cards based on your creature count, then follow up with Vivisurgeon's Insight to draw three more and proliferate any +1/+1 counters your creatures might have, significantly increasing your hand size and board power in a single turn.

Clearing the Path

You can cast Raise the Palisade to bounce all non-matching creatures to your opponents' hands. With the board clear of blockers, you cast Vivisurgeon's Insight to draw into more protection and proliferate the counters on your remaining creatures, ensuring you have the resources to maintain control.

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

How it works : Vivisurgeon's Insight

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderduel
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