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'''Epic''' is a [[keyword ability]] that changes the rules for playing spells for the player that plays the epic spell. When an epic spell resolves, it restricts <!-- Maybe a different word? --> the player who played it from playing anymore spells for the rest of that game. The keyword was introduced in [[Saviors of Kamigawa (set)|Saviors of Kamigawa]] and has appeared on the following five spells:  
{{Infobox keyword
:<c>Endless Swarm</c>, <c>Enduring Ideal</c>, <c>Eternal Dominion</c>, <c>Neverending Torment</c> and <c>Undying Flames</c>.
| name = Epic
| type = Spell
| type2 = Spell
| first = Saviors of Kamigawa
| last = Saviors of Kamigawa
| reminder = For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose new targets for the copy.
| storm = 9
| storm_ref=<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/682460061910663168/|title=Where is epic on the storm scale...|2022-04-24}}</ref>
| stats = {{stats|W=1|U=1|B=1|R=1|G=1}}
}}{{TOCright}}
'''Epic''' is a [[keyword ability]] of five sorceries from ''[[Saviors of Kamigawa]]''. In keeping with that block's legendary theme, its design is intended to provide an answer to the question "What does it mean for an instant or sorcery to be legendary?"<ref>{{DailyRef|making-magic/epic-struggles-2005-05-09-0|Epic Struggles|[[Mark Rosewater]]|May 9, 2005|archiveurl=https://web.archive.org/web/20230208162337/https://magic.wizards.com/en/news/making-magic/epic-struggles-2005-05-09-0|archivedate=January 28, 2022}}</ref>


{{rules|text=
== History ==
'''From the [[Comprehensive Rules]]''':
The ability has appeared on only one [[cycle]] of five cards, all [[sorcery|sorceries]]:
*'''502.44'''. Epic
* White: <c>Enduring Ideal</c> (Search your library for an enchantment and put it onto the battlefield)
**'''502.44a''' Epic represents both a static ability and a delayed triggered ability. "Epic" means, "For the rest of the game, you can’t play spells," and “At the beginning of each of your upkeeps, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 503.10.
* Blue: <c>Eternal Dominion</c> (Search target opponent's library for a non-planeswalker permanent and put it onto the battlefield)
**'''502.44b''' A player can’t play spells once a spell with epic he or she controls resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.
* Black: <c>Neverending Torment</c> (Exile cards from target opponent's library equal to the number of cards in your hand)
}}
* Red: <c>Undying Flames</c> (Deal damage to target creature or player equal to the CMC of the first nonland card you exile from the top of your library)
* Green: <c>Endless Swarm</c> (Get a 1/1 token for each card in your hand)


{{rules|text=
<center>[[Image:MTG - Enduring Ideal.JPG|150px]][[Image:MTG - Eternal Dominion.JPG|150px]][[Image:MTG - Neverending Torment.JPG|150px]][[Image:MTG - Undying Flames.JPG|150px]][[Image:MTG - Endless Swarm.JPG|150px]]</center>
'''For your reference [CR 503.10]''':
*'''503.10'''. To copy a spell means to put a copy of the spell onto the stack; a copy of a spell isn’t "played." In addition to copying the characteristics of the spell, all decisions made when the spell was played are copied. These include mode, targets, the value of X, and optional additional costs such as buyback. (See rule 409, "Playing Spells and Activated Abilities.") Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell. A copy of a spell is controlled by the player who put it on the stack. A copy of a spell is itself a spell, but it has no spell card associated with it. It works just like a normal spell: it can be countered or it can resolve, and it uses the same timing rules as normal spells.
**'''Example'''<br>A player plays Fork, targeting an Emerald Charm. Fork reads, "Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork’s color and you may choose new targets for the copy." Emerald Charm reads, "Choose one — Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn." When the Fork resolves, it puts a copy of the Emerald Charm on the stack. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets.
**'''Example'''<br>Fling is an instant that reads, "As an additional cost to play Fling, sacrifice a creature." Fling deals damage equal to the sacrificed creature’s power to target creature or player.” When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.
**'''503.10a''' A copy of a spell in a zone other than the stack ceases to exist. A copy of a card in any zone other than the stack or the in-play zone ceases to exist. This is a state-based effect. See rule 420.
}}


Further references may be found in the [[Comprehensive Rules]]. <!-- No need to include references deeper than "layer"; ie. referenced in the original entry -->
==Description==
An epic spell is copied in its controller's upkeep on every turn for the rest of the game. If it has any targets, the player may choose new targets for the copy.


[[Category:Keywords]][[Category:Magic rules]]
In exchange for this powerful ability, the player can't cast spells for the rest of the game. Since copies of a spell aren't cast, the epic spell's copies aren't affected.
 
According to [[Mark Rosewater]], Epic is probably the mechanic with the least design space.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/189175414093/which-mechanic-named-or-not-has-far-and-away-the|title=Which mechanic, named or not, has far and away the least design space?|November 19, 2019}}</ref>
 
==Rules==
{{CR+G}}
 
==Notes==
<!-- This section used to be called "Rulings", but no source was given for them and they're not on Gatherer, so they should not be taken as official statements. -->
*The copy of the spell put onto the stack doesn't have the epic ability, so exactly one copy is put onto the stack at the beginning of each of your upkeeps. (You don't get one, then two, then four copies, and so on.)
*Choices made while casting the original epic spell, as well as any alterations made to that spell, are copied. However, the epic ability does allow the player to choose a new target as the copy is put onto the stack.
*A copy of a spell is still a spell, and it can be countered.
*A player can't cast spells once they resolve a spell with epic, but that player can still activate abilities, their static and triggered abilities still work, and they can still attack and block.
*Putting a copy of a spell on the stack is not the same as casting a copy of a card. Abilities that put copies of spells directly on the stack work after the epic spell has resolved. Abilities that create copies of cards that you can cast still create the copies, but you can't cast them.
*The copy ability is unusual in that there is no discernable source and no visual reminder (such as if the Epic spell is shuffled into its owner's library).
 
==Interactions==
Here is a list of things an owner of an epic spell can do after an epic spell has been played and resolved.
*They still have all phases, which means they will still untap, draw, attack, block, discard (using [[madness]], however, is not allowed; it is casting a spell for an alternative cost), etc.
*They can still play lands; this is a game action that only requires the stack to be empty and the player to have priority during a main phase of their turn.
*They can use activated abilities on permanents of theirs that are on the battlefield.
*They can use abilities which work outside of the battlefield. For example, you can [[cycling|cycle]] cards as this isn't playing spells. (Some cycling actually triggers some abilities on the cycled card, e.g. when <c>Decree of Pain</c> is cycled, all creatures get -2/-2 until end of turn; this is still not casting.)
*They can put a copy of a spell on the stack (e.g. <c>Chain Lightning</c>).
*They can use [[channel]] abilities.
 
==Examples==
{{examples|<c>Endless Swarm</c> {{5}}{{G}}{{G}}{{G}}<br>Sorcery<br>Create a 1/1 green Snake creature token for each card in your hand.<br>Epic ''(For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)''}}
 
==References==
{{Reflist}}
 
{{Mechanics|keyword}}

Latest revision as of 22:09, 3 November 2023

Epic
Keyword Ability
Type Spell (1st ability)
Spell (2nd ability)
Introduced Saviors of Kamigawa
Last used Saviors of Kamigawa
Reminder Text Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose new targets for the copy.)
Storm Scale 9[1]
Statistics
5 cards
{W} 20% {U} 20% {B} 20% {R} 20% {G} 20%
Scryfall Search
keyword:"Epic"

Epic is a keyword ability of five sorceries from Saviors of Kamigawa. In keeping with that block's legendary theme, its design is intended to provide an answer to the question "What does it mean for an instant or sorcery to be legendary?"[2]

History

The ability has appeared on only one cycle of five cards, all sorceries:

  • White: Enduring Ideal (Search your library for an enchantment and put it onto the battlefield)
  • Blue: Eternal Dominion (Search target opponent's library for a non-planeswalker permanent and put it onto the battlefield)
  • Black: Neverending Torment (Exile cards from target opponent's library equal to the number of cards in your hand)
  • Red: Undying Flames (Deal damage to target creature or player equal to the CMC of the first nonland card you exile from the top of your library)
  • Green: Endless Swarm (Get a 1/1 token for each card in your hand)

Description

An epic spell is copied in its controller's upkeep on every turn for the rest of the game. If it has any targets, the player may choose new targets for the copy.

In exchange for this powerful ability, the player can't cast spells for the rest of the game. Since copies of a spell aren't cast, the epic spell's copies aren't affected.

According to Mark Rosewater, Epic is probably the mechanic with the least design space.[3]

Rules

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Epic
A keyword ability that lets a player copy a spell at the beginning of each of their upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.50, “Epic.”

From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

  • 702.50. Epic
    • 702.50a Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 707.10.
    • 702.50b A player can’t cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.

Notes

  • The copy of the spell put onto the stack doesn't have the epic ability, so exactly one copy is put onto the stack at the beginning of each of your upkeeps. (You don't get one, then two, then four copies, and so on.)
  • Choices made while casting the original epic spell, as well as any alterations made to that spell, are copied. However, the epic ability does allow the player to choose a new target as the copy is put onto the stack.
  • A copy of a spell is still a spell, and it can be countered.
  • A player can't cast spells once they resolve a spell with epic, but that player can still activate abilities, their static and triggered abilities still work, and they can still attack and block.
  • Putting a copy of a spell on the stack is not the same as casting a copy of a card. Abilities that put copies of spells directly on the stack work after the epic spell has resolved. Abilities that create copies of cards that you can cast still create the copies, but you can't cast them.
  • The copy ability is unusual in that there is no discernable source and no visual reminder (such as if the Epic spell is shuffled into its owner's library).

Interactions

Here is a list of things an owner of an epic spell can do after an epic spell has been played and resolved.

  • They still have all phases, which means they will still untap, draw, attack, block, discard (using madness, however, is not allowed; it is casting a spell for an alternative cost), etc.
  • They can still play lands; this is a game action that only requires the stack to be empty and the player to have priority during a main phase of their turn.
  • They can use activated abilities on permanents of theirs that are on the battlefield.
  • They can use abilities which work outside of the battlefield. For example, you can cycle cards as this isn't playing spells. (Some cycling actually triggers some abilities on the cycled card, e.g. when Decree of Pain is cycled, all creatures get -2/-2 until end of turn; this is still not casting.)
  • They can put a copy of a spell on the stack (e.g. Chain Lightning).
  • They can use channel abilities.

Examples

Example

Endless Swarm {5}{G}{G}{G}
Sorcery
Create a 1/1 green Snake creature token for each card in your hand.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)

References

  1. Mark Rosewater (2022-04-24). "Where is epic on the storm scale...". Blogatog. Tumblr.
  2. Mark Rosewater (May 9, 2005). "Epic Struggles". magicthegathering.com. Wizards of the Coast. Archived from the original on January 28, 2022.
  3. Mark Rosewater (November 19, 2019). "Which mechanic, named or not, has far and away the least design space?". Blogatog. Tumblr.