Sorcery

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Sorcery
Sorcery symbol.svg
Card type
Subtype Spell type
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type:"Sorcery"

Sorceries, like instants, represent one-shot or short-term magical spells.[1][2] They are never put onto battlefield; instead, they take effect when their mana cost is paid and the spell resolves, and then are immediately put into its owner's graveyard.

Description[edit | edit source]

Sorceries and instants differ only in when they can be casted.[3] Sorceries can only be casted during the player's main phase, and only when nothing else is on the stack.[4] Instants, on the other hand, can be casted at any time, including during other player's turns and while another spell or ability is waiting to resolve.

Rules[edit | edit source]

From the glossary of the Comprehensive Rules (October 4, 2019—Throne of Eldraine)

Sorcery
A card type. A sorcery is not a permanent. See rule 307, “Sorceries.”

From the Comprehensive Rules (October 4, 2019—Throne of Eldraine)

  • 307. Sorceries
    • 307.1. A player who has priority may cast a sorcery card from their hand during a main phase of their turn when the stack is empty. Casting a sorcery as a spell uses the stack. (See rule 601, “Casting Spells.”)
    • 307.2. When a sorcery spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.
    • 307.3. Sorcery subtypes are always a single word and are listed after a long dash: “Sorcery — Arcane.” Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. See rule 205.3k for the complete list of spell types.
    • 307.4. Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.
    • 307.5. If a spell, ability, or effect states that a player can do something only “any time they could cast a sorcery,” it means only that the player must have priority, it must be during the main phase of their turn, and the stack must be empty. The player doesn’t need to have a sorcery they could cast. Effects that would preclude that player from casting a spell or casting a sorcery don’t affect the player’s capability to perform that action (unless the action is actually casting a spell or casting a sorcery).
      • 307.5a Similarly, if an effect checks to see if a spell was cast “any time a sorcery couldn’t have been cast,” it’s checking only whether the spell’s controller cast it without having priority, during a phase other than their main phase, or while another object was on the stack.

Subtypes[edit | edit source]

The subtype for sorceries is called spell type and shared with instants.

Legendary sorceries[edit | edit source]

Dominaria debuted legendary sorcery cards that capture extraordinary moments from characters' pasts. These powerful spells can be unleashed only with the assistance of a legendary creature or planeswalker on your side of the battlefield.[5][6]

You can't cast a legendary sorcery unless you control a legendary creature or a legendary planeswalker. Once you begin to cast a legendary sorcery, losing control of your legendary creatures and planeswalkers won't affect that spell. Other than the casting restriction, the legendary supertype on a sorcery carries no additional rules.[7] You may cast any number of legendary sorceries in a turn, and your deck may contain any number of legendary cards (but no more than four of any with the same name).

Sorcery tokens[edit | edit source]

Sorcery tokens were featured in the Mystery Booster set, where the test card Time Sidewalk lets you create four Time Walk tokens. That set also featured Gunk, a colorless sorcery card with no mana cost that has cycling {4}. In only appears as tokens created by Gunk Slug

Friendly to sorceries[edit | edit source]

Blue and red are the two colors that most appreciate instants and sorceries and reward the player for playing them.[8]

References[edit | edit source]