Sarevok's Tome
Current paper retail
Card Kingdom$2.29
Cardmarket€2.73
ManaPool$2.44
TCGplayer$2.30
Buylist (dealers pay)
Card Kingdom$1.05
90-day paper retail (USD)
3 providers
This printing
SetCLB
Collector #645
Released2022-06-10
Rarityrare
ArtistTitus Lunter
LanguageEN
Layoutnormal
ScryfallOpen ↗

Sarevok's Tome

RareMV 4
Artifact — Book
When this artifact enters, you take the initiative.
: Add . If you have the initiative, add instead.
, : Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
Card capabilities
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Other printings
1 other English printingEarliest 2022-06-10Newest 2022-06-10Cheapest priced $2.83 in CLB
Rulings (10)
wotc10 Jun 2022
The initiative is a designation a player can have. A player with the initiative designation is said to "have the initiative." The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
wotc10 Jun 2022
If you're already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you're already in Undercity or any other dungeon.
wotc10 Jun 2022
If you aren't in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
wotc10 Jun 2022
A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
wotc10 Jun 2022
You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren't in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can't start Undercity.
wotc10 Jun 2022
There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.