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A spell type is any subtype used for the further classification of instant and sorcery cards.

Unlike creature types, spell types don't have to appear on all sorceries and instants. Instead they are only introduced for mechanical purposes.

Rules

From the glossary of the Comprehensive Rules (April 12, 2024—Outlaws of Thunder Junction)

Spell Type
A subtype that’s correlated to the instant card type and the sorcery card type. See rule 304, “Instants,” and rule 307, “Sorceries.” See rule 205.3k for the list of spell types.

From the Comprehensive Rules (April 12, 2024—Outlaws of Thunder Junction)

  • 205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Adventure, Arcane, Lesson, and Trap.

List of spell types

Adventure

Adventure only appears on instant or sorcery spells attached to creature cards.[1] The creature is said to have "gone on an adventure" if the spell was cast first, though all references to this are to disregard this requirement.

Arcane

Arcane spells are the main target of the Splice mechanic, and form half of the spiritcraft mechanic.

Chorus

Chorus spells represent music and are used in conjunction with the designed-for-digital intensity mechanic.

Lesson

When learning you may reveal a Lesson card from outside the game and put it into your hand.

Trap

Trap is only used on instants. They have an alternative cost should specific events occur. Usually, traps have abilities that undo or punish whatever has made their alternative cost possible.

References

  1. Matt Tabak (September 4, 2019). "Throne of Eldraine Mechanics". magicthegathering.com. Wizards of the Coast.
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