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Conjure
Keyword Action
Introduced Jumpstart: Historic Horizons
Last used Mystery Booster 2
Reminder Text Conjure (A conjured card is added to the game.)
Statistics
128 cards
{W} 16.4% {U} 17.2% {B} 12.5% {R} 13.3% {G} 14.8% {W/U} 0.8% {U/B} 2.3% {B/R} 2.3% {W/B} 2.3% {U/R} 3.1% {B/G} 3.9% {R/W} 3.1% {G/U} 1.6% {M} 3.1% {artifact symbol} 2.3% {land symbol} 0.8%
Scryfall Search
keyword:"Conjure"

Conjure is a designed-for-digital, MTG Arena-specific keyword action introduced in Jumpstart: Historic Horizons.[1][2] It creates cards which were not originally in the player's deck or sideboard - they are created from the action itself, but behave like normal cards thereafter.

Description[ | ]

Conjure creates a card for you to use that didn't exist before – not a token or a copy of a spell (like Reversal of Fortune), but an actual card that can sit in your hand until you are ready to use it. It remains a card even when cast or otherwise changing zones, just like normal cards from the deck. This can include cards that aren’t otherwise in a set or format, like Ponder, Stormfront Pegasus, or an original dual land (none of which are collectible in the same set as the cards that do the conjuring).

You might conjure to your hand, your library, your graveyard, or even directly to the battlefield, and once you do, the card is a full card for all rules purposes. The only difference from a regular card, once created, is that it does not remain in the deck once the game is over.

History[ | ]

Conjure was inspired by the Mystery Booster concept of token cards.[3] The mechanic first appeared on eight cards in the digital Jumpstart: Historic Horizons set before becoming an evergreen digital mechanic across the Alchemy sets releases.

Several cards with the mechanic were reprinted in the 2024 paper Mystery Booster 2 set. Although new to paper Magic, conjure was made an Acorn mechanic and remains excluded from the Comprehensive Rules.

Conjuring a duplicate[ | ]

Some cards "conjure a duplicate" of another card. These duplicates are not copies, but simply another conjured card, just as if the ability had read "conjure [that card's name]". Any effects on the card being duplicated will be absent on the conjured card, including perpetual effects.[4]

The Double team ability includes conjuring a duplicate of the card with double team.

Related mechanics[ | ]

Cards drafted from a spellbook behave just like conjured cards - that is, they're just like any other card other than the fact they didn't exist before being drafted. However, the two mechanics share no terminology, in-game relationship, or game rules. A few cards[a] blend the two ideas by conjuring from a spellbook rather than drafting from it.

Conjuring and drafting are similar to effects that access cards from outside the game: the game doesn't recognize those cards as existing before being brought in, they behave like normal cards once brought in, and they don't remain in a deck once the game ends. However, conjured cards don't need to be collected and legally owned by players. They also obey no sideboard restrictions on the number or legality of cards, although the effect itself could impose some restrictions. The cards available to conjure may even be dynamically determined, unlike a sideboard, like conjuring copies of the opponent's cards.

Rules[ | ]

Conjure is not included as part of the Comprehensive Rules.[5] It operates according to the programmed rules of Magic: The Gathering Arena.

Rulings[ | ]

  • To conjure a card in a game of tabletop Magic, use the Gatherer card database at Gatherer.Wizards.com to find the official text for the card you're conjuring. Then put the appropriate conjured card into the appropriate zone.[6]
  • A conjured card's owner is the player who was instructed to conjure it.
  • You do not need to own an actual copy of a card in order to conjure it, and a conjured card does not need to obey format legality or deckbuilding restrictions. For example, in a game of Mystery Booster 2 Limited, Toralf's Disciple can conjure Lightning Bolts into your deck, even though the card Lightning Bolt isn't found in Mystery Booster 2 and isn't normally legal in the Limited format.
  • Conjured cards are not tokens. Treat conjured cards just as you would treat regular cards. They can move between zones just like any other card and continue to exist for the duration of the game.
  • You can represent conjured cards using objects from outside the game so long as the game state remains clear and understandable to all players. You might need to get creative. For example, while a conjured card is in a public zone, you can represent it by writing on a piece of paper or using some kind of token. But if a conjured card is put into a hidden zone, you must add an object to that zone which, while face down, is indistinguishable from other cards in your deck.
  • At the end of each game, make sure to remove all conjured cards from your deck.

Example[ | ]

Example

Wingsteed Trainer {3}{W}
Creature — Human
2/3
When Wingsteed Trainer enters the battlefield or attacks, conjure a Stormfront Pegasus card into your hand.

Card list[ | ]

The following is a list of cards that can be conjured.[7]

Set Cardname Conjures To
Jumpstart: Historic Horizons Boneyard Aberration Reassembling Skeleton Your graveyard
Jumpstart: Historic Horizons Freyalise, Skyshroud Partisan Regal Force The battlefield
Jumpstart: Historic Horizons Kiora, the Tide's Fury Kraken Hatchling Your hand
Jumpstart: Historic Horizons Sarkhan, Wanderer to Shiv Shivan Dragon Your hand
Jumpstart: Historic Horizons Shoreline Scout Tropical Island Your hand
Jumpstart: Historic Horizons Teyo, Aegis Adept Lumbering Lightshield The battlefield
Jumpstart: Historic Horizons Tome of the Infinite Assault Strobe
Dark Ritual
Duress
Fog
Force Spike
Giant Growth
Light of Hope
Lightning Bolt
Ponder
Swords to Plowshares
Your hand
Jumpstart: Historic Horizons Wingsteed Trainer Stormfront Pegasus Your hand
Alchemy: Innistrad Expedition Supplier Utility Knife The battlefield
Alchemy: Innistrad Suntail Squadron Suntail Hawk Your hand
Alchemy: Innistrad Toralf's Disciple Lightning Bolt Your library
Alchemy: Kamigawa Dragonfly Pilot Dragonfly Suit Your hand
Alchemy: Kamigawa Swarm Saboteur Virus Beetle Your hand
Alchemy: Kamigawa Kami of Bamboo Groves Forest Your hand
Alchemy: New Capenna Graven Archfiend Demonic Pact The battlefield
Alchemy: New Capenna Syndicate Recruiter Dig Up the Body Your hand
Alchemy Horizons: Baldur's Gate Seatower Imprisonment Soldiers of the Watch The battlefield
Alchemy Horizons: Baldur's Gate Calim, Djinn Emperor Calim, Djinn Emperor Your library seventh from the top
Alchemy Horizons: Baldur's Gate Thayan Evokers Lightning Bolt Your hand
Alchemy Horizons: Baldur's Gate You Line Up the Shot Plummet Your hand
Alchemy Horizons: Baldur's Gate You Line Up the Shot Naturalize Your hand
Alchemy: Dominaria Oracle of the Alpha Ancestral Recall
Black Lotus
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Timetwister
Time Walk
Your library
Alchemy: Dominaria Marwyn’s Kindred Marwyn, the Nurturer
Llanowar Elves
The battlefield
Alchemy: Dominaria Juggernaut Peddler Juggernaut Target player's hand
Alchemy: The Brothers' War Rusko, Clockmaker Midnight Clock The battlefield
Alchemy: The Brothers' War Argothian Uprooting Forest The battlefield
Alchemy: The Brothers' War Foundry Groundbreaker Mishra's Foundry The battlefield
Alchemy: The Brothers' War Gixian Recycler Gixian Recycler Your graveyard
Alchemy: The Brothers' War Urza's Construction Drone Urza's Tower
Urza's Mine
Urza's Power Plant
Your library
Alchemy: Phyrexia Quicksilver Lapidary Mox Opal Your hand
Alchemy: Phyrexia Ghalma, the Shaper Tempered Steel Your hand
Alchemy: Phyrexia Nettling Host Nettlecyst Your hand
Alchemy: Phyrexia Norn's Fetchling Plains Your hand
Alchemy: Phyrexia Hexgold Sledge Goblin Gaveleer The battlefield
Alchemy: Phyrexia Mephidross Slime Mephidross Slime Your graveyard
Alchemy: Phyrexia Mephidross Slime Mephidross Slime Your graveyard
Alchemy: Phyrexia Darksteel Hydra Darksteel Ingot
Darksteel Plate
Your hand
Alchemy: Phyrexia Phyrexian Scrapyard Phyrexian Scrapyard
Soul of New Phyrexia
Your hand
The battlefield
Alchemy: Eldraine Outfitted Jouster Steelclaw Lance
Brawler's Plate
The battlefield, attached to Outfitted Jouster
Alchemy: Eldraine Jewel Mine Overseer Seven copies of Seven Dwarves Your library
Alchemy: Ixalan Landlore Navigator Thieving Magpie The battlefield
Alchemy: Ixalan Caldera Breaker Four copies of Volcanic Geyser Your library
Alchemy: Ixalan Colossal Chorus X copies of Colossal Dreadmaw The battlefield
Alchemy: Ixalan Propagator Primordium Two copies of Propagator Primordium Your graveyard
Alchemy: Ixalan Wingbane Vantasaur Savage Stomp
Naturalize
Your hand
Alchemy: Ixalan High Marshal Arguel Arguel’s Blood Fast // Temple of Aclazotz The battlefield
Alchemy: Ixalan Brazen Boarding Spyglass Siren
Staunch Crewmate
Corsair Captain
Admiral Beckett Brass
The battlefield
Alchemy: Thunder Junction Sapphire Collector Mox Sapphire Your hand
Alchemy: Thunder Junction Jessie Zane, Fangbringer Ambush Viper Your library
Alchemy: Thunder Junction Nashi, Illusion Gadgeteer A duplicate of a card in your graveyard Your hand
Alchemy:Thunder Junction Ruby Collector Mox Ruby Your hand
Alchemy: Thunder Junction Emerald Collector Mox Emerald Your hand
Alchemy: Thunder Junction Jet Collector Mox Jet Your hand
Alchemy: Thunder Junction Pearl Collector Mox Pearl Your hand
Alchemy: Thunder Junction Saint Elenda Her Spellbook Your hand
Alchemy: Thunder Junction Vona de Iedo, the Antifex A copy of a permanent destroyed by her ability Your hand
Alchemy: Bloomburrow Euru, Acorn Scrounger Chitterspitter The battlefield
Alchemy: Bloomburrow Shellfish Scholar Think Twice Your graveyard
Alchemy: Bloomburrow Sandcloud Harbinger Sunscorched Desert Each player's libraries (three times into the top ten at random).
Alchemy: Bloomburrow Brave Mouseguard Might of the Meek Your hand
Alchemy: Bloomburrow Indris, the Hydrostatic Surge Lightning Bolt Your library
Alchemy: Bloomburrow Sanguine Soothsayer Sanguine Bond The top 15 cards of your library at random

Notes[ | ]

References[ | ]

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