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Rules guide · Sorcery

Wrenn's ResolveHow it works & interactions with other cards

By the ManaCount desk· 2 min read· March of the Machine· April 21, 2023
Carte Magic Wrenn's Resolve

Wrenn's Resolve 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

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Complete guide

Wrenn's Resolve is a powerful red sorcery that provides essential card advantage by tapping into the top of your library. By exiling your top two cards for immediate or future use, it ensures your momentum doesn't stall in the heat of battle. Understanding its timing window is key to maximizing its potential over two full turns.

Impulsive Advantage

When you cast Wrenn's Resolve, you exile the top two cards of your library. Unlike standard card draw, these cards reside in exile, but the spell grants you permission to play them. This permission lasts through your current turn and all the way until the end of your very next turn, giving you a significant window to find the mana needed to cast them.

Step-by-Step Resolution

First, you pay the mana cost of {1}{R} and place Wrenn's Resolve on the stack. Once it resolves, you take the top two cards of your library and move them to the exile zone face up. From that moment until the end of your next turn, you can cast these cards as spells or play them as lands. You must still follow all normal timing rules, such as playing lands only during your main phase when the stack is empty.

Playing vs. Casting

The wording 'play those cards' is intentional; it allows you to play a land card if one of the exiled cards is a land, provided you have a land play available. However, you must still pay all costs associated with spells you cast from this effect. If you do not play the cards by the end of your next turn, they remain in exile indefinitely and can no longer be accessed.

Common Pitfalls

A common mistake is forgetting that Wrenn's Resolve does not change the timing restrictions of the exiled cards. If you exile a Sorcery, you cannot cast it on your opponent's turn. Additionally, if the spell is countered, you do not exile any cards at all, as the effect never takes place.

Interaction examples

Managing Sorcery Speed

If you exile Faithless Looting with Wrenn's Resolve, you can cast it during either your current main phase or your next turn's main phase. You must pay the {R} mana cost as usual. This allows you to dig even deeper into your deck while utilizing the cards Wrenn's Resolve provided.

Utilizing Alternate Costs

When you exile Vandalblast, you have the choice to cast it for its normal cost of {R} or its Overload cost of {4}{R} during your window of opportunity. Since Wrenn's Resolve allows you to 'play' the card, all alternate casting costs provided by the card itself are available to you, provided you have the mana.

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

How it works : Wrenn's Resolve

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The cards you play from exile follow the usual timing restrictions, and you must pay any costs for spells you cast.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Any cards you don't play will remain in exile.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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