Energize

Energize

Sorcery

Not yet released — 13 Nov 2026

Mana cost: {1}{U}

How we read this card

Return target creature an opponent controls to its owner's hand.

on-cast — bounce

Beam me up {3}{U}

on-cast — brings a card back

on-cast — bounce

Causes: a creature leaves the battlefield, cast anything, anything leaves a graveyard.

Cares about: nothing.

Works well with

anything leaves the battlefield — 1 card in the game can cause this (Energize is one).

  1. Electro, Assaulting Battery — When Electro, Assaulting Battery leaves the battlefield thanks to Energize, it triggers

anything leaves a graveyard — 2,503 cards in the game can cause this (Energize is one).

When Energize leaves a graveyard:

  1. Blastoneuron — makes each opponent lose 1 life
  2. Defiled Crypt // Cadaver Lab — makes a token
  3. Teval, the Balanced Scale — makes a token
  4. Hologram Stalker — makes a token
  5. Tormod, the Desecrator — makes a token
  6. Quintorius, Field Historian — makes a token
  7. Garrison Excavator — makes a token
  8. Amzu, Swarm's Hunger — makes a token
  9. Kirol, History Buff // Pack a Punch — becomes prepared
  10. Teval's Judgment — triggers

13 other cards care about it too. These are the ones with the most connections.

a sorcery is cast — 3,720 cards in the game can cause this (Energize is one).

When Energize is cast:

  1. Spellweaver Volute — copies a spell
  2. Lilah, Undefeated Slickshot — gets +1/+1
  3. Niblis of Frost — gets +1/+1
  4. Primeval Bounty — puts 3 counters on a creature
  5. Tetsuko Umezawa, Pursuer — gets +1/+1
  6. Thor, God of Thunder — deals that spell's mana value damage
  7. Krile Baldesion — brings a card back
  8. Summon: Good King Mog XII — makes a token
  9. Kykar, Wind's Fury — makes a token
  10. Blood Funnel — sacrifices a creature

424 other cards care about it too. These are the ones with the most connections.

a nontoken creature leaves the battlefield — 4,133 cards in the game can cause this (Energize is one).

When a creature leaves the battlefield thanks to Energize:

  1. Tokka & Rahzar, Unsupervised — puts a +1/+1 counter on itself
  2. Splinter, the Mentor — makes a token
  3. Rat King, Pale Piper — makes a token
  4. Dual Nature — exiles a creature

a creature leaves the battlefield — 4,238 cards in the game can cause this (Energize is one).

  1. Lunarch Veteran // Luminous Phantom — When a creature leaves the battlefield thanks to Energize, Lunarch Veteran // Luminous Phantom gains you 1 life
  2. Extractor Demon — When a creature leaves the battlefield thanks to Energize, Extractor Demon mills a card
  3. Aang, Airbending Master — When a creature leaves the battlefield thanks to Energize, Aang, Airbending Master puts a counter on a permanent
  4. Dour Port-Mage — When a creature leaves the battlefield thanks to Energize, Dour Port-Mage draws you 1 card
  5. Vela the Night-Clad — When a creature leaves the battlefield thanks to Energize, Vela the Night-Clad makes each opponent lose 1 life
  6. Taeko, the Patient Avalanche — When a creature leaves the battlefield thanks to Energize, Taeko, the Patient Avalanche scries
  7. Phantasmal Mount — When Phantasmal Mount leaves the battlefield thanks to Energize, it triggers
  8. Funeral March — When a creature leaves the battlefield thanks to Energize, Funeral March makes a player sacrifice a creature
  9. Sally Sparrow — When a creature leaves the battlefield thanks to Energize, Sally Sparrow triggers
  10. Aang, at the Crossroads // Aang, Destined Savior — When a creature leaves the battlefield thanks to Energize, Aang, at the Crossroads // Aang, Destined Savior triggers

19 other cards care about it too. These are the ones with the most connections.

anything is cast — 31,128 cards in the game can cause this (Energize is one).

When Energize is cast:

  1. Windrider Wizard — draws you 1 card
  2. Relic Amulet — puts a charge counter on itself
  3. Rockslide Sorcerer — deals 1 damage
  4. Umara Wizard // Umara Skyfalls — grants flying
  5. Alania, Divergent Storm — makes an opponent draw 1 card
  6. Umara Mystic — gets +2/+0
  7. Master of Winds — triggers

5 other cards care about it too. These are the ones with the most connections.