You Exist Only to Amuse 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
When you set this scheme in motion, choose one. If you control six or more lands, choose both instead. • Create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." • Until your next turn, creatures your opponents control have base power and toughness 1/1 and lose all abilities.
Complete guide
In the chaotic world of Archenemy, the scheme 'You Exist Only to Amuse' humbles your opponents while building your own chaotic army. This scheme offers a dual-pronged assault, punishing your foes' creatures and providing you with explosive blockers. It is a powerful tool for maintaining control of the board when the odds are against you.
What It Does
When this scheme is set in motion at the start of your precombat main phase, it offers a choice between two powerful effects. If you satisfy the threshold of controlling six or more lands, you no longer have to choose—you get both. The first option generates three 1/1 red Devil tokens that deal damage when they die, while the second option turns all creatures your opponents control into 1/1s with no abilities until your next turn.
Step-by-Step Resolution
First, the scheme is set in motion, and its triggered ability goes on the stack. Second, you check the number of lands you control; if you have six or more, both modes are selected automatically. Third, if you have fewer than six, you choose one mode. Finally, the ability resolves: tokens are created, and/or a continuous effect is applied to your opponents' creatures. This effect overwrites base power and toughness and removes all printed and granted abilities.
Common Mistakes
A common error is forgetting that the 'lose all abilities' effect applies to creatures your opponents control as the scheme resolves, but it also applies to those creatures if they enter the battlefield later in the turn, as the effect modifies the creatures themselves for a set duration. Also, remember that the land count is checked only as the ability is put onto the stack; changing your land count in response won't change how many modes you get.
When to Play It
This scheme is most devastating when your opponents have established a complex board state with powerful static abilities or large threats. By turning them into 1/1s, you effectively neutralize their deck's synergy for a full turn cycle. It is best saved for when you have six lands to ensure you get the defensive tokens alongside the massive debuff.
Interaction examples
If you control five Command Tower cards and set the scheme in motion, you must choose one mode. If you choose the first mode, you create three 1/1 red Devil tokens. These tokens are excellent deterrents, as they can deal 1 damage to any target upon their death.
If you have six Command Tower cards on the battlefield, the scheme triggers and automatically selects both modes. Even if you used a Sol Ring to accelerate your mana earlier, the scheme only cares about the 'Land' type. Your opponents' creatures lose all abilities and become 1/1s, and you get your three Devil tokens simultaneously.
When the second mode is active, your opponents' creatures are 1/1s with no abilities. If your 1/1 Devil token blocks one of their now-1/1 creatures, both will die. The Devil's 'on death' trigger will then resolve, allowing you to ping another 1/1 creature or a player for 1 damage.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : You Exist Only to Amuse
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with You Exist Only to Amuse
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Command Tower
Devil
Sol Ring