Invasion of Vryn // Overloaded Mage-Ring
Invasion of Vryn
Battle — SiegeDefense4
Card text
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, draw three cards, then discard a card.
Overloaded Mage-Ring
Artifact
Card text
,
, Sacrifice this artifact: Copy target spell you control. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
"On my signal, disable the safeguards. Let's blow these metal freaks right back to their own world!" —Gav Beleren, mage-ring engineer
Showing March of the Machine#64
Price
0.22 $
Foil 0.17 $
8 printings
Daily estimate from Scryfall, not a shop quote.
Invasion of Vryn // Overloaded Mage-Ring rulings
Overloaded Mage-Ring has received an update to its official rules text. The sentence allowing you to choose new targets for the copy was inadvertently omitted.
A copy of a spell is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell won’t trigger.
If you copy a spell, you control the copy. It will resolve before the original spell does.
The copy will have the same targets as the spell it’s copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can’t choose a new legal target, then it remains unchanged (even if the current target is illegal).
If the spell that’s copied is modal (that is, it includes a choice from a bulleted list of effects), the copy will have the same mode. A different mode can’t be chosen.
If the spell that’s copied has an X whose value was determined as it was cast, the copy will have the same value of X.
If the spell has damage divided as it was cast, the division can’t be changed (although the targets receiving that damage still can). The same is true of spells that distribute counters.
You can’t choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
Sieges each have an intrinsic triggered ability. That ability is “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.”
As a Siege enters the battlefield, its controller chooses an opponent to be its protector.
A Siege’s controller can’t be its protector. If a Siege’s protector ever gains control of it, they choose a new player to be its protector. This is a state-based action.
If a non-battle permanent that is already on the battlefield become a copy of a Siege, its controller chooses one of their opponents to be that battle’s protector. However, it will most likely be put into its owner’s graveyard because it has no defense counters (see below).
A battle’s “defense” is displayed in the bottom right corner of the card. A battle enters the battlefield with that number of defense counters. If another permanent enters the battlefield as a copy of a battle, it also enters with that number of defense counters.
Only creatures controlled by a battle’s protector can block creatures that are attacking that battle. This means a Siege’s controller can never assign creatures to block for it.
A battle can be dealt damage and be target of spells and/or abilities that target “any target.”
Damage dealt to a battle causes that many defense counters to be removed from it.
A battle can be attacked by all players other than its protector. Notably, this means a Siege’s controller can attack it.
If a battle has no defense counters, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, that battle is put into its owner’s graveyard. This is a state-based action. This doesn’t cause a Siege’s intrinsic triggered ability to trigger.
If a Siege never had defense counters on it (perhaps because a permanent became a copy of one), it can’t have its last defense counter removed. It will be put into its owner’s graveyard. You won’t exile it or cast the other face.
If a token or a card that isn’t represented by a transforming double-faced card becomes a copy of a Siege, it can’t be cast as its triggered ability resolves. It will remain in exile. If it’s a token, it will cease to exist the next time state-based actions are performed.
If a permanent that is represented by a transforming double-faced card becomes a copy of a Siege, it will be exiled as that Siege’s triggered ability resolves, then it will be cast transformed. Note that this applies only to transforming double-faced cards, not to modal double-faced cards that can normally be played using either face.
In a multiplayer game, if the protector of a battle leaves the game and that battle is not currently being attacked, its controller chooses a new protector for it as a state-based action. If it is being attacked, its controller chooses a new protector for it once no creatures are attacking it. This means that it continues to be attacked and can be dealt combat damage as normal.
If a battle that’s being attacked somehow stops being a battle, it is removed from combat. Similarly, if its controller changes in the middle of combat, it is removed from combat.
Battles can’t attack or block, even if one also becomes a creature. If an attacking or blocking creature somehow becomes a battle in addition to being a creature, it is removed from combat.
Invasion of Vryn // Overloaded Mage-Ring keyword rules
Transform Rule 701.28
To transform a permanent, turn it over so that its other face is up. Only transforming tokens and permanents represented by transforming double-faced cards can transform. (See rule , “Double-Faced Cards.”)
Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on.
If a spell or ability instructs a player to transform a permanent that isn’t represented by a transforming token or a transforming double-faced card, nothing happens.
If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, or is a transforming token that was created with an instant or sorcery face, nothing happens.
Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule ) and has the specified characteristic immediately after it does so.
If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.
Some spells and abilities refer to a “transformed permanent.” This phrase refers to a permanent on the battlefield with its back face up that’s also a transforming double-faced card or a transforming token. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously.
Invasion of Vryn // Overloaded Mage-Ring format legality
Constructed
- StandardNot legal
- PioneerLegal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
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 Invasion of Vryn // Overloaded Mage-Ring 8
Cards similar to Invasion of Vryn // Overloaded Mage-Ring
Invasion of Arcavios // Invocation of the FoundersBattle — Siege // Enchantment
Invasion of Kamigawa // Rooftop SaboteursBattle — Siege // Creature — Moonfolk Ninja
Invasion of Segovia // Caetus, Sea Tyrant of SegoviaBattle — Siege // Legendary Creature — Serpent
Invasion of Ravnica // Guildpact ParagonBattle — Siege // Artifact Creature — Construct
The Battle of Dragon Brothers // Fate ReforgedBattle — Siege // Enchantment — Saga
Sidequest: Card Collection // Magicked CardEnchantment // Artifact — Vehicle
Soulcipher Board // Cipherbound SpiritArtifact // Creature — Spirit
Conqueror's Galleon // Conqueror's FootholdArtifact — Vehicle // Land
Matzalantli, the Great Door // The CoreLegendary Artifact // Legendary Land
Primal Amulet // Primal WellspringArtifact // Land
Show 20 more similar cards
Paleontologist's Pick-Axe // Dinosaur HeaddressArtifact — Equipment // Artifact — Equipment
Ghastly DiscoverySorcery
Jace ReawakenedLegendary Planeswalker — Jace
Kitsa, Otterball EliteLegendary Creature — Otter Wizard
The Enigma Jewel // Locus of EnlightenmentLegendary Artifact // Legendary Artifact
Overwhelmed Archivist // Archive HauntCreature — Human Wizard // Creature — Spirit Wizard
Jace, Vryn's Prodigy // Jace, Telepath UnboundLegendary Creature — Human Wizard // Legendary Planeswalker — Jace
The Modern Age // Vector GliderEnchantment — Saga // Enchantment Creature — Spirit
Transplant TheoristArtifact Creature — Phyrexian Artificer
Rook TurretArtifact Creature — Construct
Uthros ScanshipArtifact — Spacecraft
Racers' ScoreboardArtifact
Emmessi TomeArtifact — Book
Ominous LockboxArtifact — Clue
Mask of the SchemerArtifact — Equipment
Unctus, Grand MetatectLegendary Artifact Creature — Phyrexian Vedalken
Great Gilded BoatArtifact — Vehicle
Assassin GauntletArtifact — Equipment
EtherArtifact
Pirate HatArtifact — Equipment