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Rules guide · Token Creature

WeirdHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Core Set 2021 Tokens· July 3, 2020
Carte Magic Weird

Weird 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.

How it works : Weird

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Interactions with other cards

These cards' text mentions Weird.

Experimental Overload
Experimental Overload

Create an X/X blue and red Weird creature token, where X is the number of instant and sorcery cards in your graveyard. Then you may return an instant or sorcery card from your graveyard to your hand. Exile Experimental Overload.

Nothic
Nothic

Weird Insight — When this creature dies, roll a d20. 1—9 | You draw a card and you lose 1 life. 10—19 | You draw two cards and you lose 2 life. 20 | You draw seven cards and you lose 7 life.

Turn // Burn
Turn // Burn

Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1. Fuse (You may cast one or both halves of this card from your hand.) Burn deals 2 damage to any target. Fuse (You may cast one or both halves of this card from your hand.)

Ral and the Implicit Maze
Ral and the Implicit Maze

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga deals 2 damage to each creature and planeswalker your opponents control. II — You may discard a card. If you do, exile the top two cards of your library. You may play them until the end of your next turn. III — Create a Spellgorger Weird token. (It's a {2}{R} 2/2 Weird creature with "Whenever you cast a noncreature spell, put a +1/+1 counter on Spellgorger Weird.")

Thunderheads
Thunderheads

Replicate {2}{U} (When you cast this spell, copy it for each time you paid its replicate cost.) Create a 3/3 blue Weird creature token with defender and flying. Exile it at the beginning of the next end step.

Water Weird
Water Weird

Whenever Water Weird deals combat damage to a player, put a +1/+1 counter on Water Weird if the top card of your library is a nonland card. Otherwise, you may mill a card. {1}{U}: Water Weird gets +1/-1 until end of turn.

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