Magic the Gathering Wish Cards: Why Your Sideboard is Actually Your Second Hand

Magic the Gathering Wish Cards: Why Your Sideboard is Actually Your Second Hand

You're sitting there, staring at a board state that looks like a literal nightmare. Your opponent just slammed a Rest in Peace, and your entire graveyard-based strategy is basically melting in real-time. You didn't maindeck any enchantment removal because, well, who does that in a Best-of-One ladder match? Then you remember. You have four mana open. You have a Fae of Wishes in your hand. Suddenly, the game isn't over; it’s just getting interesting. That is the power of a Magic the Gathering wish, a mechanic that has fundamentally changed how we think about deck construction and "outside the game" resources for over two decades.

Magic is usually a game of 60 cards. Or 100 if you're a Commander player. But wishes break that math. They turn your sideboard from a pile of "maybe next game" cards into a literal toolbox of silver bullets.

Where Did This Madness Start?

Let's go back to 2002. The Judgment expansion dropped, and with it, the original cycle of five wish cards. We’re talking Living Wish, Burning Wish, Cunning Wish, Death Wish, and Golden Wish. At the time, they were revolutionary. Before these cards existed, "outside the game" was a vague concept that mostly lived in silver-bordered joke sets or weird corner cases. Suddenly, you could pay three mana to go grab a creature or a land from your sideboard. It felt like cheating. Honestly, in some formats, it kinda was.

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The rules back then were a bit more "Wild West" than they are now. In casual play, "outside the game" literally meant your entire collection. Imagine someone reaching into a shoebox under the table to pull out a Black Lotus. Yeah, that didn't last long in competitive circles. Tournament organizers quickly realized that for the sake of everyone's sanity, "outside the game" had to mean "your designated 15-card sideboard."

The Modern Evolution of the Magic the Gathering Wish

Fast forward to today. We don't just have the original five anymore. We have "wish-like" effects plastered onto all sorts of cards. Look at Karn, the Great Creator from War of the Spark. That card dominated Modern and Vintage for ages because it’s a repeatable wish for artifacts. It doesn't even use the word "wish," but we all know what it's doing. It's letting you play a game with 75 cards instead of 60.

Then came the "Lessons" and "Learn" mechanic in Strixhaven. This was basically "Wishes for Beginners." You play a card with Learn, and you go grab a Lesson from your sideboard. It smoothed out gameplay immensely, especially in Limited formats where finding the right answer at the right time is usually impossible. It showed that Wizards of the Coast (WotC) realized that the Magic the Gathering wish concept shouldn't just be for high-level combo decks; it’s a great way to reduce the "feel-bad" moments of drawing the wrong half of your deck.

Why Commander Players Keep Arguing About It

If you want to start a fight at a local game store, just ask if wishes should work in EDH. Technically, according to the official Commander Rules Committee, they don't. Rule 10 states that "parts of abilities which bring other traditional card(s) you own from outside the game into the game... do not function in Commander."

Why? Because the format is supposed to be about a self-contained 100-card story. Also, the logistics of 4-player games with everyone digging through bags for extra cards is a nightmare.

But people do it anyway. Rule zero is a thing. Many playgroups allow a 10-card "wishboard." If you're playing a deck like Spellslinger and you want to use Burning Wish to grab a board wipe you didn't want to clog your main deck with, most casual groups will let it slide. Just don't expect to walk into a competitive EDH (cEDH) tournament and start pulling cards from your pocket.

The Strategic Math of the Sideboard

Using a Magic the Gathering wish effectively isn't just about picking powerful cards. It's about efficiency. You are essentially paying a "tax" to get the exact card you need. If you use Cunning Wish to get a Counterspell, you aren't paying two mana for that counter. You're paying five ($2$ for the counter plus $3$ for the wish).

Is that worth it? Often, yes.

The flexibility outweighs the mana inefficiency. In a deck running wishes, your sideboard usually looks very different from a standard one. Instead of four copies of a card to bring in for games two and three, you run one copy of fifteen different "silver bullets."

  • One Tormod’s Crypt for graveyard decks.
  • One Meltdown for artifact decks.
  • One Pyroblast for blue decks.
  • One Life from the Loam for when you're stuck on lands.

You become a Swiss Army knife. You might be a turn slower than the fastest aggro deck, but you have an answer for literally everything they can throw at you.

Misconceptions and Rule Nuances

People get confused about what "outside the game" actually means in 2026. If you're playing on Magic: The Gathering Arena, the software handles it for you, but in paper, it's strictly your sideboard. You cannot wish for a card that started in your main deck but was exiled. That's a different zone entirely. If your win condition gets hit by a Swords to Plowshares, a Burning Wish won't save you. You need something that interacts with the exile zone, like Riftsweeper or Eternal Scourge.

Another weird quirk? The "Companion" mechanic from Ikoria. Companions are technically "outside the game" until you pay the three mana to put them into your hand. This essentially makes your Companion a "guaranteed wish" that you start every single game with. It was so powerful that they had to change the entire rule of how the mechanic worked just weeks after release. It turns out, having a 100% consistent wish target is slightly broken. Who knew?

How to Build a "Wishboard" That Actually Wins

Stop putting "good" cards in your sideboard if you're playing wishes. Put "specific" cards in. A "good" card is something like Ragavan, Nimble Pilferer. It's great on turn one. It's a terrible wish target on turn five.

A "specific" card is something like Shatterstorm. It’s useless in 80% of your matchups. But in the 20% where you're facing Affinity or Scales? It wins the game on the spot. That is what you want. You want cards that have a "Power Level 10" impact in specific scenarios and a "Power Level 0" impact everywhere else. The wish bridges that gap.

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Think about your mana curve, too. If your wish costs three mana, you probably shouldn't be wishing for a six-mana spell unless you're playing a heavy control or ramp deck. The "Wish + Cast" turn is the most vulnerable moment for any player. If you spend your whole turn wishing for a card and then can't cast it, you've essentially skipped your turn. That's how you lose to tempo.

Actionable Steps for Your Next Deck

If you're looking to integrate a Magic the Gathering wish package into your next build, start with these specific moves:

  1. Identify your "Dead End" scenarios. What are the three cards that completely stop your deck from functioning? Find the exact opposite cards (the answers) and put one of each in your sideboard.
  2. Count your mana. If you're playing a fast format like Modern, your wish targets should ideally cost 0, 1, or 2 mana. This allows for a "Wish and Cast" play in the mid-game ($3 + 2 = 5$ mana).
  3. Check the legality. Ensure your format allows "outside the game" interactions. If you're in a Best-of-One queue on Arena, remember your sideboard is limited to 7 cards, not 15. This drastically changes the value of each slot.
  4. Practice the "Wish Chain." Some decks use a wish to find another wish or a card that finds a wish. It sounds redundant, but in combo decks, this is how you thin your library and guarantee your win condition is protected.
  5. Don't over-wish. Don't run four wishes and 15 wish targets if your main deck is already struggling for consistency. A wish package is a supplement, not a replacement for a solid core strategy.

The game is constantly changing, and WotC keeps flirting with the boundaries of the sideboard. Whether it's through the "Learn" mechanic or new versions of old favorites, the ability to reach outside the literal confines of your deck remains one of the highest skill-expression tools in the game. Use it wisely, or you'll find yourself with a handful of expensive tutors and no time left on the clock to cast what you find.