Octavia wants a deck that casts lots of instant and sorcery spells. It also suits a deck that slows the whole table down with rules everyone must follow.
Mana cost
Blue ()
Power / toughness8 / 8
RarityRare
This spell costs less to cast if you have eight or more instant and/or sorcery cards in your graveyard.
Ward
Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature has base power and toughness 8/8 until end of turn.
Picked for what they do in Octavia's deck. When two cards do the same job, the one with the lower comes first. All of them fit Octavia's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
explain how Octavia works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Wizards of the Coast16 Apr 2021
Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
Wizards of the Coast16 Apr 2021
For example, if you control Archmage Emeritus and cast an instant or sorcery spell, Archmage Emeritus's magecraft ability will trigger and you will draw a card.
Wizards of the Coast16 Apr 2021
If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
Wizards of the Coast16 Apr 2021
If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
Wizards of the Coast16 Apr 2021
Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
Wizards of the Coast16 Apr 2021
If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.SpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageSpellslinger PayoffRewards you specifically for casting or copying instants and sorceries, usually with a trigger each time. Narrower than Spellslinger, which covers the whole instant-and-sorcery family. Archmage Emeritus, Storm-Kiln ArtistOpen the Spellslinger Payoff pageSpellslingerRewards you for casting instants and sorceries, usually triggering each time you cast one. Storm-Kiln Artist, GuttersnipeOpen the Spellslinger pageCost ModificationChanges what a spell costs to cast: cheaper for you, or more expensive for everyone. It is the broad family; Cost Reducer and Spell Tax say which direction a given card goes. Herald's Horn, Foundry InspectorOpen the Cost Modification pageHumility / Stat SettingSets creatures to a fixed power and toughness, or strips their abilities. It answers a threatening creature without destroying it, which matters against a commander: a neutralized one stays on the battlefield instead of going back to the command zone. Darksteel MutationOpen the Humility / Stat Setting pageStaxStax decks slow the whole game down with cards that make spells cost more, stop lands from untapping, or limit what players can do each turn. The deck is built so those limits hurt it least. Many groups dislike playing against it, so check with your table first.Open the Stax pageStax/TaxMakes the game more expensive or more restrictive for everyone: taxing spells and attacks, or stopping permanents from untapping. Propaganda, Ghostly Prison. Many groups dislike playing against it, so check what your table expects first.Open the Stax/Tax pageCost ReducerMakes your own spells cheaper to cast. A discount every turn adds up faster than a single burst of mana. Herald's Horn, Foundry InspectorOpen the Cost Reducer page
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