Spellscorn Coven // Take It Back: Creature - Faerie Warlock, Wilds of Eldraine. Flying. When this creature enters, each opponent discards a card. On Mana Grove.
Mana cost
{3}{B}
Mana value
4
Type
Creature - Faerie Warlock
Colour identity
Blue and black (UB)
Power / toughness
2/3
Rarity
Uncommon
Set
Wilds of Eldraine (WOE)
Released
2023-09-08
Collector number
237
Artist
Uriah Voth
Commander rank
11,073 (by how often it appears in Commander decks)
Spellscorn Coven // Take It Back is a Magic: The Gathering card, an uncommon black creature from Wilds of Eldraine (WOE), an expansion set released in September 2023. It is collector number 237 in that set, with art by Uriah Voth. It costs {3}{B} (three generic and one black mana) to cast, for a mana value of 4. It is a 2/3 creature. Its colour identity is blue and black. It is legal in Standard, Pioneer, Modern, Legacy, Vintage, Commander, Duel Commander, Oathbreaker, Brawl, Standard Brawl, Historic, Timeless, Gladiator and Penny Dreadful. Wilds of Eldraine is its only printing so far. The latest aggregated market price for this printing is $0.23 (normal finish, as of 2026-11-12).
Card text
Flying
When this creature enters, each opponent discards a card.
Market price
Latest aggregated market price for the normal finish of this printing: $0.23 (as of 2026-11-12).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Spellscorn Coven // Take It Back by format. Formats in which it is not legal are not listed.
The 8 most recent official rulings for Spellscorn Coven // Take It Back, newest first.
If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it’s not possible to cast the copy as a permanent.
Casting a card as an Adventure isn’t casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it’s a token) or cease to be a copy (if it’s a nontoken permanent), and so you won’t be able to cast it as an Adventure.
If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner’s graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won’t be exiled and the spell’s controller won’t be able to cast it as a permanent later.
If a spell is returned to its owner's hand, it's removed from the stack and thus will not resolve. The spell isn't countered; it just no longer exists. This works even against a spell that can't be countered.
If a copy of a spell is returned to its owner's hand, it's moved there, then it will cease to exist as a state-based action. It can't be recast.
When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card’s normal characteristics. The spell’s color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you’ll be able to cast it only during your main phase while the stack is empty.
Similar cards
Other creature cards with a blue and black colour identity, ranked by how often they appear in Commander decks.