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Triple Triad

Triple Triad

Enchantment

rare

At the beginning of your upkeep, each player exiles the top card of their library. Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs.

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Semantic Tags

Delvevector

A keyword ability that lets you exile cards from your graveyard rather than pay generic mana to cast a spell. See rule 702.66, “Delve.”

Disturbvector

A keyword ability that allows a player to cast a double-faced card transformed from the graveyard. See rule 702.146, “Disturb.”

Exile-based card advantage — exile cards from the top of your library and cast them temporarily. Red's primary draw mechanic.

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Suspendvector

A keyword ability that provides an alternative way to play a card. See rule 702.62, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardlegal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemylegal

Price history

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Printings (3)

SetRarityTCGplayerCard KingdomCardmarket
Final Fantasy#166rare···
Final Fantasy#340rare···
Final Fantasy Promos#166srare···

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3d

If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

2025-06-06

You follow all timing rules for cards played this way. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty and only if you have an available land play remaining.

2025-06-06

If an exiled card has {X} in its mana cost, X is 0 for the purpose of determining its mana value.