Inspiring Call card art

Inspiring Call

Instant MV 3

Tracked across real Commander games played through TurnZero HQ.

What it does

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Rulings

2 official rulings, in the order Wizards published them.

  • 2017-11-17

    Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.

  • 2017-11-17

    Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Inspiring Call, whatever its commander.

Decks running it 12
Games played 1
Win rate Fewer than 5 completed games — not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Most played under

Colors it shows up in

  • Simic 3 decks
  • Mono-Green 2 decks
  • Gruul 1 deck
  • Abzan 1 deck
  • Selesnya 1 deck
  • Bant 1 deck

Every version of Inspiring Call

18 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Inspiring Call — a name search across every version, for the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.