Will of the Temur card art

Will of the Temur

Sorcery MV 6

Tracked across real Commander games played through TurnZero HQ.

What it does

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.

• Target player draws cards equal to the greatest mana value among permanents you control.

Combos with Will of the Temur

Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.

Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.

Rulings

8 official rulings, in the order Wizards published them.

  • 2025-04-04

    Any enters abilities of the copied permanent will trigger when the token enters. Any “as [this permanent] enters” or “[this permanent] enters with” abilities of the copied permanent will also work.

  • 2025-04-04

    If the copied permanent is copying something else, then the token enters as whatever that permanent copied, with the listed exceptions.

  • 2025-04-04

    The commander you control doesn’t have to be your commander.

  • 2025-04-04

    If the copied permanent is a token, the token that’s created copies the original characteristics of that token as stated by the effect that created the token, with the listed exceptions.

  • 2025-04-04

    If a permanent has X in its mana cost, X is 0 for the purpose of determining its mana value.

  • 2025-04-04

    Whether or not you control a commander is determined only once, as you choose the modes for this spell. If you somehow lose control of that commander before you finish casting the spell (perhaps because you sacrifice it to activate a mana ability), it won’t change the number of modes chosen.

  • 2025-04-04

    Once you’ve announced that you’re casting this spell, players can’t take any actions until you’ve finished doing so. Notably, opponents can’t try to remove your commander to change how many modes you may choose.

  • 2025-04-04

    The token created by Will of the Temur’s first mode copies exactly what was printed on the original permanent and nothing else, with the listed exceptions (unless that permanent is copying something else or is a token; see below). It doesn’t copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.

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

In the 99

Every deck whose current list includes Will of the Temur, whatever its commander.

Decks running it 4
Games played 4
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

Commander Decks Games Win rate
Eshki 1 4
Miirym, Sentinel Wyrm 1 0
Tiamat 1 0

Colors it shows up in

  • Temur 1 deck
  • Five-Color 1 deck

Every version of Will of the Temur

2 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 Will of the Temur — 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.