Will of the Temur 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.
Official card text
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types. • Target player draws cards equal to the greatest mana value among permanents you control.
Complete guide
Will of the Temur is a versatile blue sorcery that rewards you for having your commander on the battlefield. It offers a unique mix of board presence and massive card draw, making it a powerful tool in high-stakes Commander games.
Dual Modal Mechanics
When you cast Will of the Temur, you must check if you control a commander. If you do, you can choose both modes; otherwise, you pick one. The commander you control doesn't have to be your own; any commander under your control will trigger the bonus. Once you announce the spell and choose the modes, opponents cannot remove your commander to stop you from getting both effects.
The Dragon Copy
The first mode creates a token that is a copy of any target permanent. This token retains all printed characteristics of the original but adds the 4/4 Dragon creature type and flying. If you copy a noncreature permanent, like an artifact or land, it becomes a 4/4 creature in addition to its other types. Note that this copy effect only captures the base characteristics; it does not copy counters, Auras, or temporary stat changes.
Scaling Your Hand
The second mode targets a player to draw cards based on the highest mana value among permanents you control. This check happens as the spell resolves. If you chose both modes, the token created by the first mode will be on the battlefield by the time you calculate this card draw, which can significantly increase the number of cards you draw if you copied a high-cost permanent.
Common Mistakes
A common error is assuming the token is always just a 4/4 Dragon. It is actually a 4/4 Dragon in addition to the original card's types. If you copy a legendary permanent, you will still be subject to the 'legend rule' and must choose one to keep. Additionally, remember that mana value is determined by the mana cost in the corner of the card; for tokens that aren't copies, the mana value is usually zero.
Interaction examples
If you target Sea Gate, Reborn (the land side of the modal double-faced card) with Will of the Temur, you create a token that is a land and a 4/4 Dragon creature with flying. Since the land side has a mana value of 0, it won't help your draw mode much, but you'll have a flying land creature ready for combat.
With a commander in play, you cast Will of the Temur targeting a high-cost permanent with the first mode. 1. The spell starts resolving. 2. A token (represented by a Copy token) enters as a 4/4 Dragon version of that permanent. 3. The game checks your permanents for the highest mana value. 4. You draw cards equal to that value. Because the token is already on the field, it counts toward your total.
Suppose your opponent casts Raise the Palisade and chooses 'Elf.' If you have used Will of the Temur to turn a powerful non-creature artifact into a 4/4 Dragon creature, that permanent now has the 'Dragon' creature type. Unless your opponent chose 'Dragon,' your new creature will be returned to your hand along with your other non-Elf creatures.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Will of the Temur
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The token created by Will of the Temur’s first mode copies exactly what was printed on the original permanent and nothing else, with the listed exceptions (unless that permanent is copying something else or is a token; see below). It doesn’t copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
Card named in this ruling
- #2· Wizards of the Coast
If the copied permanent is a token, the token that’s created copies the original characteristics of that token as stated by the effect that created the token, with the listed exceptions.
No other card is named in this ruling.
- #3· Wizards of the Coast
If the copied permanent is copying something else, then the token enters as whatever that permanent copied, with the listed exceptions.
Card named in this ruling
- #4· Wizards of the Coast
Any enters abilities of the copied permanent will trigger when the token enters. Any “as [this permanent] enters” or “[this permanent] enters with” abilities of the copied permanent will also work.
No other card is named in this ruling.
- #5· Wizards of the Coast
If a permanent has
in its mana cost, X is 0 for the purpose of determining its mana value.
No other card is named in this ruling.
- #6· Wizards of the Coast
The commander you control doesn’t have to be your commander.
No other card is named in this ruling.
- #7· Wizards of the Coast
Once you’ve announced that you’re casting this spell, players can’t take any actions until you’ve finished doing so. Notably, opponents can’t try to remove your commander to change how many modes you may choose.
No other card is named in this ruling.
- #8· Wizards of the Coast
Whether or not you control a commander is determined only once, as you choose the modes for this spell. If you somehow lose control of that commander before you finish casting the spell (perhaps because you sacrifice it to activate a mana ability), it won’t change the number of modes chosen.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Dualcaster Mage + Will of the Temur
- 1Cast Will of the Temur by paying its mana cost, targeting a creature you control.
- 2Holding priority, cast Dualcaster Mage by paying
.
- 3When Dualcaster Mage enters the battlefield, it triggers, copying Will of the Temur, targeting Dualcaster Mage.
- 4Resolve the copy of Will of the Temur, creating a token copy of Dualcaster Mage.
- 5Repeat from step 3.
Naru Meha, Master Wizard + Will of the Temur
- 1Cast Will of the Temur by paying its mana cost, targeting a creature you control.
- 2Holding priority, cast Naru Meha either from your hand or from the command zone by paying
plus commander tax, if applicable.
- 3When Naru Meha enters the battlefield, it triggers, copying Will of the Temur, targeting Naru Meha.
- 4Resolve the copy of Will of the Temur, creating a token copy of Naru Meha.
- 5Put either Naru Meha into your graveyard due to the legend rule.
- 6Repeat from step 3.
Mirror-Mad Phantasm + Will of the Temur
- 1Cast Will of the Temur by paying its mana cost, creating a token copy of Mirror-Mad Phantasm.
- 2Activate the Mirror-Mad Phantasm token by paying
, shuffling the token into your library and milling your entire library due to it not having a card named Mirror-Mad Phantasm in it.
Biovisionary + Echo Mage + Will of the Temur
- 1Cast Will of the Temur by paying its mana cost, targeting Biovisionary.
- 2Holding priority, activate Echo Mage by tapping it, copying Will of the Temur twice, with both copies targeting Biovisionary.
- 3Resolve all Will of the Temur spells, creating three token copies of Biovisionary.
- 4At the beginning of your end step, each Biovisionary triggers. Resolve the first trigger, causing you to win the game.
Biovisionary + Thunderclap Drake + Will of the Temur
- 1Activate Thunderclap Drake by paying
and sacrificing it.
- 2Cast Will of the Temur by paying its mana cost, targeting Biovisionary.
- 3Thunderclap Drake triggers, copying Will of the Temur at least twice, with all copies targeting Biovisionary.
- 4Resolve all Will of the Temur spells, creating at least three copies of Biovisionary.
- 5At the beginning of your end step, each Biovisionary triggers, causing you to win the game.
Biovisionary + Mnemonic Deluge + Will of the Temur
- 1Cast Mnemonic Deluge by paying
, exiling Will of the Temur and casting three copies of it without paying their mana costs.
- 2Resolve the three Will of the Temur copies, creating three token copies of Biovisionary.
- 3At the beginning of your end step, each Biovisionary you control triggers.
- 4Resolve the first trigger, causing you to win the game.
Summon: G.F. Cerberus + Biovisionary + Will of the Temur
- 1At the beginning of your precombat main phase. Summon: G.F. Cerberus triggers, putting a lore counter on it and triggering its third chapter ability, copying the next instant or sorcery spell you cast twice.
- 2Cast Will of the Temur by paying its mana cost, targeting Biovisionary.
- 3Summon: G.F. Cerberus triggers, copying Will of the Temur twice, with the copies targeting Biovisionary.
- 4Resolve all Will of the Temurs, copying Biovisionary three times.
- 5At the beginning of your end step, each Biovisionary triggers. Resolve the first trigger, causing you to win the game.
Carnage, Crimson Chaos + Activated Sleeper + Will of the Temur
- 1Cast Will of the Temur by paying its mana cost, creating a token copy of Carnage.
- 2Put the nontoken Carnage into your graveyard due to the legend rule.
- 3When the Carnage token enters, it triggers, putting Activated Sleeper from your graveyard onto the battlefield, or another applicable card otherwise.
- 4If Activated Sleeper was not returned in step 3, cast it by paying
. Regardless, choose to have Activated Sleeper enter as a copy of Carnage.
- 5Put Activated Sleeper into your graveyard due to the legend rule.
- 6When Activated Sleeper enters, it triggers, returning itself from your graveyard to the battlefield as a copy of Carnage.
- 7Repeat from step 5.
Related cards and tokens
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Meta decks with Will of the Temur
No archived Top 8 deck with this card yet.



Will of the Temur
Sea Gate Restoration // Sea Gate, Reborn
Copy
Raise the Palisade








