Inscription of Insight
Sorcery
Card text
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Return up to two target creatures to their owners' hands.
• Scry 2, then draw two cards.
• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
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Price
0.29 $
Foil 0.30 $
18 printings · up to 0.37 $
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Inscription of Insight rulings
To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
The kicker ability doesn't let you pay a kicker cost more than once.
If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
If a spell's kicker cost was paid, the spell is "kicked."
If more than one mode is chosen, perform them in the order written. Nothing can happen in between, however, and no player may choose to take actions. Any abilities that trigger will be put onto the stack after the spell has finished resolving.
If any targets become illegal, the other targets will still be affected as appropriate. If any targets are chosen and every target becomes illegal, Inscription of Insight doesn't resolve. You won't scry 2 or draw two cards if the middle mode was chosen.
The value of X is determined only as you perform the third mode while Inscription of Insight is resolving. Once that happens, the value of X won't change even if the number of cards in the player's hand changes.
If you kick Inscription of Insight, you can't choose any one mode more than once.
Inscription of Insight keyword rules
Kicker Rule 702.33
Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker [cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker cost(s) follows the rules for paying additional costs in rules and –h.
The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”
Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost.
If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule .
Objects with kicker or multikicker have additional abilities that specify what happens if they were kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule , “Linked Abilities.”
Objects with more than one kicker cost may also have abilities that each correspond to a specific kicker cost. Those abilities contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked with its [B] kicker,” where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.
If part of a spell’s ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule .
Sticker kicker is a keyword ability that represents a kicker ability and an ability that imposes an additional cost if the spell is kicked. “Sticker kicker [cost]” means “Kicker [cost]” and “As an additional cost to cast this spell, if it’s kicked, you get a ticket counter and you may put a sticker on this spell.”
Scry Rule 701.18
To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.
If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.
If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule ) where to put those cards, then those cards move at the same time.
An ability that triggers whenever a player scries triggers after the process described in rule is complete, even if some or all of those actions were impossible.
Inscription of Insight format legality
Constructed
- StandardNot legal
- PioneerLegal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlNot legal
- Competitive BrawlLegal
Other
- TLRNot legal
All printings of Inscription of Insight 18
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