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Magic: The Gathering · Mystery Booster 2 · Rare

Pyromancy 101

Sorcery — Lesson

$0.18

Market price

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Public decks

Pyromancy 101
$0.18
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ScryfallEDHREC

Rules Text

Pyromancy 101 deals 1 damage to any target.Teach (Then exile this spell taught to a creature you control. For as long as this card remains exiled, that creature has ": Copy the exiled card. You may cast the copy for its teach cost.")

Card Facts

Mana value
1
Colors
Color identity
Rarity
Rare

Legality

Alchemy

Not legal

Brawl

Not legal

Commander

Not legal

Competitive Brawl

Not legal

Duel Commander

Not legal

Future

Not legal

Gladiator

Not legal

Historic

Not legal

Legacy

Not legal

Modern

Not legal

Oathbreaker

Not legal

Old School

Not legal

Pauper

Not legal

Pauper Commander

Not legal

Penny Dreadful

Not legal

Pioneer

Not legal

PreDH

Not legal

Premodern

Not legal

Standard

Not legal

Standard Brawl

Not legal

Timeless

Not legal

TLR

Not legal

Vintage

Not legal

Rulings

  1. Nov 8, 2024 · Wizards of the Coast

    Pyromancy 101 is exiled taught to the chosen creature as part of that spell’s resolution, just after its other effects. It goes directly from the stack to exile. It never goes to the graveyard.

  2. Nov 8, 2024 · Wizards of the Coast

    You choose the creature to teach as Pyromancy 101 resolves. The teach ability doesn’t target that creature.

  3. Nov 8, 2024 · Wizards of the Coast

    If you control any creatures as Pyromancy 101 resolves, you must exile it taught to one of those creatures. You can’t choose not to teach it. If you don’t control any creatures as the spell resolves, instead Pyromancy 101 is exiled but taught to nobody.

  4. Nov 8, 2024 · Wizards of the Coast

    If Pyromancy 101 is countered or otherwise fails to resolve (probably because the target became illegal), none of its effects will happen, including teach. The card will go to its owner’s graveyard and won’t be exiled.

  5. Nov 8, 2024 · Wizards of the Coast

    If the taught creature leaves the battlefield, Pyromancy 101 will stay exiled but won’t be taught to any other creature.

  6. Nov 8, 2024 · Wizards of the Coast

    The copy of Pyromancy 101 created by the granted activated ability is created and cast from exile. You cast that copy during the resolution of the activated ability. Ignore timing restrictions based on its type.

  7. Nov 8, 2024 · Wizards of the Coast

    The copy of Pyromancy 101 created by the granted activated ability can’t be taught after it resolves.

  8. Nov 8, 2024 · Wizards of the Coast

    If you choose not to cast the copy or you can’t cast it (perhaps because there are no legal targets available), it will cease to exist the next time state-based actions are performed.

  9. Nov 8, 2024 · Wizards of the Coast

    Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

  10. Nov 8, 2024 · Wizards of the Coast

    Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.

  11. Nov 8, 2024 · Wizards of the Coast

    For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

Printings

Every version

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1 printing
Mystery Booster 2
Mystery Booster 2MB2 · $0.18
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