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Rules guide · Scheme

Your Mistake Is My TriumphHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Duskmourn: House of Horror Commander· September 27, 2024
Carte Magic Your Mistake Is My Triumph

Your Mistake Is My Triumph 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

When you set this scheme in motion, each player mills three cards. Then you put a permanent card from among the milled cards onto the battlefield under your control.

Complete guide

In the chaotic world of Archenemy, Your Mistake Is My Triumph serves as a powerful reminder that every loss for your opponents is a gain for you. This scheme turns the simple act of milling cards into a direct strategic advantage, allowing you to seize powerful permanents before they even hit the table.

What It Does

When this scheme is set in motion, every player—including yourself—must mill three cards from the top of their library. Once all cards have been placed into the graveyards, you choose one permanent card from among all the cards just milled and put it directly onto the battlefield under your control.

How It Resolves

First, identify the number of players in the game and have each player move the top three cards of their library to their graveyard simultaneously. Next, look at all the cards that were just moved to the graveyards this way. You must select one card that has a permanent type (Artifact, Creature, Enchantment, Land, Planeswalker, or Kindred). That card enters the battlefield under your control immediately; it is not cast, so it cannot be countered.

Common Mistakes

A common error is trying to pick a permanent that was already in a graveyard before the scheme resolved. You can only choose from the specific cards milled by this effect. Additionally, if you select an Aura, you must choose a legal object for it to enchant as it enters the battlefield. Because this effect doesn't target, you can even attach an Aura to a permanent with Hexproof, though you must still follow all other 'Enchant' restrictions.

When To Play It

This scheme is best utilized early to mid-game to jump-start your mana base or disrupt an opponent's key combo pieces. Since it scales with the number of players, it becomes significantly more powerful in larger groups where the pool of milled cards is much wider.

Interaction examples

Mana Acceleration

If Sol Ring is among the cards milled by any player, you can choose it to enter the battlefield under your control. This provides you with an immediate mana advantage without spending a single mana from your hand.

Securing Your Colors

If you mill a Command Tower, you can put it onto the battlefield as your permanent choice. Since it is a land, it doesn't count as your land play for the turn, allowing you to develop your resources rapidly.

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

How it works : Your Mistake Is My Triumph

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If an Aura is put onto the battlefield without being cast, the Aura's controller-to-be chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in its current zone.

    No other card is named in this ruling.

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