How does splice onto arcane work




















The next time I draw an Arcane spell, I can splice Dampen Thought onto the copy again with no card loss. Now, I would love to get into each and every underplayed Arcane card, both those that splice and those that can be spliced upon. As such, despite being a spellslinger deck devoid of pump spells, the main win condition becomes combat.

Some Arcane spells, like Consuming Vortex decks and Psychic Puppetry 80 decks , can be used to remove blockers and clear a path. Others, like Lifted by Clouds 20 decks and Veil of Secrecy decks , provide evasion to your creatures to get those attacks through Virtus and Gorm from two weeks ago would be so proud. In addition to providing Arcane spells, Kamigawa block also brought us a series of Spirits that care about them.

Teller of Tales 53 decks and Guardian of Solitude 35 decks are both a continuation of the themes above, removing blockers or providing evasion whenever a Spirit or Arcane spell is cast.

Similarly, Kiri-Onna , in decks, can help clear the field with bounce effects and can be repeatably cast. Quillmane Baku provides even more tapping shenanigans, while only seeing play in 33 decks. The presence of Dampen Thought is bolstered by Cloudhoof Kirin , found in only decks. Given the card draw in the deck, and the duplication of spells thanks to God-Eternal Kefnet , all these abilities should be triggering regularly.

The uber-mono-blue Spirit from the same block, The Unspeakable , also makes the deck, despite only being in decklists. Given the amount of library manipulation and draw in this deck, I expect the alternate summoning route to be a regular occurrence. As the modern Magic player knows, not all great Spirits come from Kamigawa. But with dozens of consecutive abilities available, which members reign supreme?

These are the ten best cards to splice with in Magic: The Gathering! Since both its regular and splice fees only need one mana, Breath makes a great trigger for other splice effects, letting you spend minimal resources on your initial spell. Whether spliced or cast normally, Breath simply grants a creature protection from a color of your choice for the turn. Use this to render a unit unblockable against an opposing color or save it from a removal, handy benefits for such a minor price.

Another spell with identical costs, Dampen Thought sends the top four cards from a player's deck into their graveyard. This makes a handy mill tactic, edging opponents closer to deck-out losses, and it can even be used on yourself when using graveyard-reliant themes like zombies to stock your discard pile. Overblaze's splice replaces a colorless mana with a red one, but it's the same overall price. No matter how you access it, this instant requires a moderate sum of four mana, but doubles the damage a permanent would deal that turn.

Use this once attackers and blockers have already been finalized to land some extra hurt in a battle your opponent expected to endure. Overblaze also works well against foes with protection from red, empowering non-red cards to break through their defenses. For just two mana, Veil grants a creature shroud and makes it unblockable for the turn, ensuring enemies can't target or guard it. It also carries a unique splice cost that requires no mana, but makes you return a blue creature you control to your hand.

Sure, this means you'll have to recast it, but it's a fair trade considering you don't need mana for the splice, and it combos well with creatures who carry entrance effects like "Snapcaster Mage" or ninjutsu wielders. With such a cheap activation fee, Might excels as both an add-on or initial trigger, making it a versatile boon for any arcane deck.

As a bonus, remember that instants and sorceries in your graveyard help satisfy the conditions of units with spell mastery, delirium, or threshold conditions, letting early-game instants empower your later cards. Puppetry offers a versatile effect, tapping or untapping any permanent.

Use this to refresh a surprise blocker, dull a threat, or recharge a tap effect. It's especially tempting when spliced, costing just a single mana, so be sure to harness it alongside other arcane spells. Glacial Ray deals two damage to any target, making it a great creature removal or killing blow against weakened opponents. The mechanic wasn't designed for a specific set, but was first considered for Fifth Dawn. They talked about it for Return to Ravnica , but chose to only have new guild keywords, so it was off the table.

The original rules only allowed Splice onto [subtype]. Note that instant and sorcery are types , not subtypes. After introducing Splice onto instant or sorcery, the rules had to be changed accordingly. The old reminder text was: Splice onto [subtype] [cost] As you cast an [subtype] spell, you may reveal this card from your hand and pay its splice cost.

If you do, add this card's effects to that spell. The new reminder text is: Splice onto [quality] [cost] You may reveal this card from your hand as you cast a [quality] spell.

The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature. Splice onto Arcane As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost.

Splice onto Arcane — Exile four cards from your graveyard. As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. Evermind Instant — Arcane Draw a card.

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