Hypergenesis MTG Card
Card sets | Released in 2 setsSee all |
Rarity | Rare |
Type | Sorcery |
Abilities | Suspend |
Text of card
Hypergenesis is green. Suspend 3— Starting with you, each player may put an artifact, creature, enchantment, or land card from his or her hand into play. Repeat this process until no one puts a card into play.
Cards like Hypergenesis
The Hypergenesis card is an intriguing component in the roster of free spell mechanics within Magic: The Gathering. It draws parallels with other cascading powerhouses like Eureka, which lets players put permanent cards onto the battlefield. Hypergenesis offers this ability without any mana cost, yet it requires players to suspend it before casting, adding a strategic timing element to its play.
Analogous to Hypergenesis is the Show and Tell spell, enabling players to introduce a significant permanent from their hand into the game. While Show and Tell doesn’t have the suspend prerequisite, it allows your opponent to benefit at the same time, a risk Hypergenesis players do not face immediately. Living End is another comparable card, sharing the suspend trait but focuses on creatures in graveyards rather than hand, changing the gameplay dynamic considerably.
Assessing these mighty spells, Hypergenesis stands out for its potential game-changing swings by allowing the flood of numerous permanents all at once, assuming one can navigate the initial delay. Within MTG, the card’s unique playstyle and powerful effect make it a formidable choice among free casting strategies.
Cards similar to Hypergenesis by color, type and mana cost
Card Pros
Card Advantage: Hypergenesis has the potential to outstrip most cards in terms of sheer card advantage. By allowing players to put any number of creatures, enchantments, and artifacts into play without their mana costs, the value gained can be game-defining. For deck builders adept at assembling a variety of powerful permanents, Hypergenesis offers an unparalleled opportunity to flood the board with threats, putting opponents on a swift clock.
Resource Acceleration: Traditional card ramp strategies often require several turns to set up a decisive game state. Hypergenesis bypasses this slower build-up entirely, catapulting players straight into late-game conditions. It’s a form of acceleration that goes beyond simply adding more mana; it hastens the deployment of a player’s whole hand, which can comprehensively alter the battlefield in a single explosive turn.
Instant Speed: Though Hypergenesis itself is a sorcery, it is typically cheated into play through cards like Evoke or Cascade mechanics, mimicking the suddenness of an instant. This pseudo-instant speed execution of a lethal board state means opponents have little time to react, and creates a scenario where Hypergenesis effectively acts at a speed that can surprise and overwhelm unprepared adversaries.
Card Cons
Discard Requirement: Casting Hypergenesis checks for having no cards in hand which can be a stumbling block when planning around it, leaving players in a precarious position if the spell gets countered or disrupted.
Specific Mana Cost: Having a mana cost that includes all colors makes it less flexible and requires a deck to be tailored with ample mana-fixing to accommodate such an eclectic casting requirement.
Comparatively High Mana Cost: Although Hypergenesis itself has no mana cost, it necessitates suspending it for three turns or finding alternative casting methods, which can be slower than other immediate impact cards that lie at the same point or lower on the mana curve.
Reasons to Include in Your Collection
Versatility: Hypergenesis is a unique card that allows players to abruptly change the game state by putting any number of creatures, artifacts, enchantments, and lands onto the battlefield. Its utility spans across various deck archetypes that aim to cheat high-cost cards into play early.
Combo Potential: With Hypergenesis, the possibilities for creating powerful combinations are immense. It’s a cornerstone for decks that exploit cascade mechanics to bypass its suspend condition, thereby unleashing a wave of influential permanents in one explosive turn.
Meta-Relevance: In environments where big plays and combo decks flourish, Hypergenesis establishes its presence by potentially overwhelming opponents before they have the chance to establish control. It’s a game-changer that can tilt the balance of a match in your favor, making it a worthy inclusion for players looking to harness its high-impact potential.
How to Beat Hypergenesis
Hypergenesis is a notorious card in MTG that can abruptly flip the game’s tide by allowing players to put all their creatures, enchantments, and artifacts into play without paying their mana costs. This cascade effect can be as game-ending as it is exciting, yet there are strategies to disrupt this powerful spell. Considering its potential, Hypergenesis is often a centerpiece of combo strategies, making the timing of your disruption crucial.
Counterspells are your first line of defense. A well-timed ‘Counterflux’ or ‘Dovin’s Veto’ can stop the spell before it starts. Artifact disruption also plays a key role. Cards like ‘Stony Silence’ or ‘Null Rod’ can shut off mana artifacts that decks built around Hypergenesis rely on. Additionally, graveyard hate through cards like ‘Rest in Peace’ or ‘Leyline of the Void’ can thwart strategies that aim to reanimate creatures placed in the graveyard.
It’s a game of anticipation and knowing the moment to strike. Hand disruption is another tactic; ‘Thoughtseize’ or ‘Inquisition of Kozilek’ can remove Hypergenesis before it becomes a threat, ensuring that when your opponent has cascaded into nothingness, you emerge unscathed and ready to control the board.
BurnMana Recommendations
Mastering Hypergenesis in MTG is about recognizing opportunity and precision timing. As a formidable addition to your arsenal, this card has the potential to orchestrate a board state so powerful, it can dictate the outcome of the game. To truly capitalize on its capabilities, it’s essential to understand the mechanics behind it, the risks involved, and the strategies that make it effective. For players eager to explore the depth of gameplay Hypergenesis offers and to harness its explosive nature within their decks, our guide provides the insights you need to transform your next match into a showcase of strategic brilliance. Ready for an MTG upgrade? Dive deeper with us and make Hypergenesis a highlight of your collection.
Where to buy
If you're looking to purchase Hypergenesis MTG card by a specific set like Time Spiral and Time Spiral Remastered, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.
For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.
Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.
Below is a list of some store websites where you can buy the Hypergenesis and other MTG cards:
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- eBay
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
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Printings
The Hypergenesis Magic the Gathering card was released in 2 different sets between 2006-10-06 and 2021-03-19. Illustrated by Ron Spears.
# | Released | Name | Code | Symbol | Number | Frame | Layout | Border | Artist |
---|---|---|---|---|---|---|---|---|---|
1 | 2006-10-06 | Time Spiral | TSP | 201 | 2003 | Normal | Black | Ron Spears | |
2 | 2021-03-19 | Time Spiral Remastered | TSR | 210 | 2015 | Normal | Black | Ron Spears |
Legalities
Magic the Gathering formats where Hypergenesis has restrictions
Format | Legality |
---|---|
Commander | Legal |
Legacy | Legal |
Modern | Banned |
Oathbreaker | Legal |
Vintage | Legal |
Duel | Legal |
Predh | Legal |
Penny | Legal |
Rules and information
The reference guide for Magic: The Gathering Hypergenesis card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.
Date | Text |
---|---|
2006-10-15 | Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.) |
2013-06-07 | Although originally printed with a characteristic-defining ability that defined its color, this card now has a color indicator. This color indicator can’t be affected by text-changing effects (such as the one created by Crystal Spray), although color-changing effects can still overwrite it. |
2021-03-19 | If a player chooses not to put a card onto the battlefield but the process repeats, that player may put a card onto the battlefield the next time the process gets around to them. |
2021-03-19 | The permanents enter the battlefield sequentially. This means that ones put onto the battlefield earlier may affect how later ones enter and later ones may cause triggered abilities of earlier ones to trigger, but not vice versa. |
2021-03-19 | The process ends when all players (starting with you) choose not to put a card onto the battlefield during one loop of the process. It doesn’t end the first time one player chooses not to put a card onto the battlefield. |
2021-06-18 | A card with no mana cost can’t be cast normally; you’ll need a way to cast it for an alternative cost or without paying its mana cost, such as by suspending it. |
2021-06-18 | As the second triggered ability resolves, you must cast the card if able. You must do so even if it requires targets and the only legal targets are ones that you really don’t want to target. Timing permissions based on the card’s type are ignored. |
2021-06-18 | Cards exiled with suspend are exiled face up. |
2021-06-18 | Exiling a card with suspend isn’t casting that card. This action doesn’t use the stack and can’t be responded to. |
2021-06-18 | If a card with no mana cost is given an alternative cost equal to its mana cost (by Snapcaster Mage, for example), that cost cannot be paid and the card cannot be cast this way. |
2021-06-18 | If an effect refers to a “suspended card,” that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it. |
2021-06-18 | If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost. |
2021-06-18 | If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card’s owner’s next upkeep. |
2021-06-18 | If the second triggered ability is countered, the card can’t be cast. It remains exiled with no time counters on it, and it’s no longer suspended. |
2021-06-18 | If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it’s exiled. |
2021-06-18 | If you can’t cast the card, perhaps because there are no legal targets available, it remains exiled with no time counters on it, and it’s no longer suspended. |
2021-06-18 | If you cast a card “without paying its mana cost,” such as with suspend, you can’t choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card. |
2021-06-18 | Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that causes you to cast the card when the last time counter is removed. If you cast a creature spell this way, it gains haste until you lose control of that creature (or, in rare cases, you lose control of the creature spell while it’s on the stack). |
2021-06-18 | The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn’t paid. |
2021-06-18 | When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn’t matter why the last time counter was removed or what effect removed it. |
2021-06-18 | You are never forced to activate mana abilities to pay costs, so if there is a mandatory additional mana cost (such as from Thalia, Guardian of Thraben), you can decline to activate mana abilities to pay for it and hence fail to cast the suspended card, leaving it in exile. |
2021-06-18 | You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage’s ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time. |