Wizards of Thay 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
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Instant and sorcery spells you cast costless to cast. You may cast sorcery spells as though they had flash.
Complete guide
Wizards of Thay is a powerhouse for spellcasters in multiplayer games, blending offensive presence with utility. It breaks the traditional timing of Magic by allowing you to cast sorceries with flash while simultaneously taxing your opponents with a swarm of tokens.
A Master of Mana and Timing
Wizards of Thay provides three distinct advantages. First, it reduces the cost of your instant and sorcery spells by {1}. Second, it grants all sorceries in your hand 'virtual' flash, meaning you can cast them at any time you could cast an instant. Finally, the Myriad keyword allows it to multiply when attacking, creating temporary copies for each opponent you aren't currently attacking.
How Myriad Resolves
When you declare Wizards of Thay as an attacker, the Myriad ability triggers. For each opponent other than the one you are attacking, you may create a token copy that enters the battlefield tapped and attacking that player (or a planeswalker they control). These tokens exist only for the duration of combat and are exiled during the 'End of Combat' step. Crucially, these tokens do not trigger their own Myriad abilities because they were never 'declared' as attackers; they simply entered the battlefield already attacking.
Strategic Considerations
Because the cost reduction and flash abilities are static, having multiple Wizards of Thay tokens on the battlefield through Myriad will make your spells significantly cheaper. However, remember that the tokens are exiled at the end of combat. If you want to cast a sorcery at a heavy discount, you must do so during the Declare Blockers or Combat Damage steps while the tokens are still on the battlefield.
Common Mistakes
A common error is thinking that the tokens trigger 'whenever a creature attacks' abilities. Since the tokens enter the battlefield already attacking, they miss the 'declare attackers' window. Additionally, if you only have one opponent in a game (such as in a Duel), Myriad will not trigger at all as there are no 'other' opponents to create tokens for.
Interaction examples
In a four-player game, you attack Player A with Wizards of Thay. Myriad triggers, creating two Copy tokens attacking Players B and C. While these three Wizards are on the battlefield during the combat phase, your instant and sorcery spells cost {3} less to cast. You can use this window to cast a powerful sorcery as if it had flash for a massive discount.
With Roaming Throne on the battlefield naming 'Wizard,' your Wizards of Thay's Myriad ability triggers twice. Instead of one token per additional opponent, you create two. In a standard four-player pod, you would end up with five total Wizards (the original plus four tokens) during combat, reducing spell costs by {5}.
If you use an effect to give Solemn Simulacrum the Myriad ability (similar to Wizards of Thay), the tokens created would trigger their 'Enters the Battlefield' ability to search for lands. However, when those tokens are exiled at the end of combat, they do not 'die,' so you would not get to draw a card from their second ability.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Wizards of Thay
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The term “defending player” in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking or the controller of the planeswalker it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the player it was last attacking or the controller of the planeswalker it was last attacking.
No other card is named in this ruling.
- #2· Wizards of the Coast
If the defending player is your only opponent, no tokens are put onto the battlefield.
No other card is named in this ruling.
- #3· Wizards of the Coast
You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it’s attacking a planeswalker, you choose which one.
No other card is named in this ruling.
- #4· Wizards of the Coast
Although the tokens enter the battlefield attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won’t trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won’t apply to the tokens.
No other card is named in this ruling.
- #5· Wizards of the Coast
The tokens all enter the battlefield at the same time.
No other card is named in this ruling.
- #6· Wizards of the Coast
Each token copies exactly what was printed on the original creature and nothing else. It doesn’t copy whether that creature 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, and so on.
Card named in this ruling
- #7· Wizards of the Coast
Any enters-the-battlefield abilities of the copied creature will trigger when the tokens enter the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the copied creature will also work.
No other card is named in this ruling.
- #8· Wizards of the Coast
If myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it’s attacking the player or a planeswalker they control.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Worldfire + Wizards of Thay
- 1Cast the instant or sorcery that deals damage or causes lifeloss by paying its mana cost.
- 2Holding priority, cast Worldfire by paying
, exiling all permanents, all cards in all hands and graveyards, and setting each player's life total to 1.
- 3Resolve the instant or sorcery cast in step 1, causing each opponent to lose at least 1 life or be dealt at least 1 damage.
- 4Each opponent loses the game due to having 0 or less life.
Ashling, Flame Dancer + Worldfire + Wizards of Thay
- 1Cast an instant or sorcery spell by paying its mana cost, triggering Ashling.
- 2Holding priority, cast Worldfire by paying
.
- 3Ashling triggers, causing you to rummage.
- 4Resolve Worldfire, exiling all permanents, all cards in all hands and graveyards, and setting each player's life total to 1.
- 5Resolve the Ashling trigger from step 1, dealling 2 damage to each opponent.
- 6Each opponent loses the game as a state-based action due to having less than 0 life.
Approach of the Second Sun + Memory Lapse + Wizards of Thay
- 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying
using Wizards of Thay.
- 2In response, cast Memory Lapse by paying its mana cost, putting Approach of the Sun on top of your library.
- 3In your draw step, draw Approach of the Second Sun.
- 4Cast Approach of the Second Sun by paying
, winning the game.
Approach of the Second Sun + Endless Detour + Wizards of Thay
- 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying
using Wizards of Thay.
- 2In response, cast Endless Detour by paying its mana cost, putting Approach of the Sun on top of your library.
- 3In your draw step, draw Approach of the Second Sun.
- 4Cast Approach of the Second Sun by paying
, winning the game.
Sway of the Stars + Myojin of Roaring Blades + Wizards of Thay
- 1Activate Myojin of Roaring Blades by removing an indestructible counter from it.
- 2Holding priority, cast Sway of the Stars by paying
, causing each player to shuffle their hand, graveyard and all permanents they own into their library, then causing each player to draw seven cards and set their life total to 7.
- 3Resolve the Myojin of Roaring Blades ability, dealing 7 damage to each of up to three opponents.
- 4Each opponent loses the game due to having 0 life.
Approach of the Second Sun + Wizards of Thay + Lapse of Certainty
- 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying
using Wizards of Thay.
- 2In response, cast Lapse of Certainty by paying its mana cost, putting Approach of the Sun on top of your library.
- 3In your draw step, draw Approach of the Second Sun.
- 4Cast Approach of the Second Sun by paying
, winning the game.
Berta, Wise Extrapolator + Clockspinning + Wizards of Thay
- 1Declare Wizards of Thay as an attacker, triggering its myriad ability, creating at least two token copies of it.
- 2Cast Clockspinning with buyback by paying
due to each Wizards of Thay, putting a +1/+1 counter on Berta and returning Clockspinning to your hand.
- 3Berta triggers, adding
.
- 4Repeat from step 2
Approach of the Second Sun + Wizards of Thay + Swat Away
- 1During the opponent's end step immediately before your turn, cast Approach of the Second Sun by paying
using Wizards of Thay.
- 2In response, cast Swat Away by paying its mana cost, putting Approach of the Sun on top of your library.
- 3In your draw step, draw Approach of the Second Sun.
- 4Cast Approach of the Second Sun by paying
, winning the game.
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Meta decks with Wizards of Thay
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Wizards of Thay
Copy
Roaming Throne
Solemn Simulacrum









