The Epic ability (CR 702.50) has two components: it copies the spell with the Epic keyword at the beginning of each of your upkeeps for the rest of the game, and — crucially — it states that you can't cast spells for the rest of the game. This restriction is permanent and absolute once the Epic spell resolves.
CR 702.50b specifically reads: 'For the rest of the game, you can't cast spells.' This is a continuous effect with no expiration. It doesn't matter whether you draw new cards, steal cards from opponents, or otherwise gain control of new cards after the Epic spell resolves — none of them can be cast.
The restriction applies to all spell types: creatures, instants, sorceries, enchantments, artifacts, and planeswalkers. You are locked out of casting entirely. You can still play lands, activate abilities, and trigger abilities normally, but casting spells is off the table.
Concrete example: You cast Eternal Dominion (an Epic spell) on your turn. It resolves, and you steal a creature from your opponent. Even though you now control that creature card (say, in a future turn where you might otherwise cast it), you cannot cast it from your hand or anywhere else — the Epic restriction prevents it.
This makes Epic a true double-edged sword: you get a powerful repeating effect every upkeep, but you permanently forfeit the ability to cast any further spells for the rest of the game, no matter what resources you accumulate.
Unofficial fan resource — not affiliated with or endorsed by Wizards of the Coast. Answers are AI-generated estimates grounded in the Comprehensive Rules and are not a substitute for an official judge. Verify anything match-critical.