Anarchy
Ice Age — uncommon
Sorcery
Anarchy rulings:
There are no rulings for Anarchy.
Ice Age — uncommon
Sorcery
Anarchy rulings:
There are no rulings for Anarchy.
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Create X tapped 2/1 white and black Inkling creature tokens with flying. If X is 6 or more, destroy all noncreature, nonland permanents.
Legendary Planeswalker — Elspeth
+2: You gain 1 life for each creature you control.
?2: Create three 1/1 white Soldier creature tokens.
?5: Destroy all other permanents except for lands and tokens.
Artifact
, , Sacrifice Apocalypse Chime: Destroy all nontoken permanents with a name originally printed in the Homelands expansion. They can't be regenerated.
Creature — Giant (10/10)
When Bearer of the Heavens dies, destroy all permanents at the beginning of the next end step.
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Legendary Creature — Kirin Spirit (3/3)
Flying
Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
Artifact
, : If Chaos Orb is on the battlefield, flip Chaos Orb onto the battlefield from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all nontoken permanents it touches. Then destroy Chaos Orb.
Legendary Creature — Avatar (6/6)
Trample
When Child of Alara dies, destroy all nonland permanents. They can't be regenerated.
Artifact
Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice Coercive Portal and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then destroy each artifact with mana value less than or equal to the number of rust counters on it. Artifacts destroyed this way can't be regenerated.
When Corrosion leaves the battlefield, remove all rust counters from all permanents.
Sorcery
Choose one —
• Destroy all tokens.
• Destroy all nonland, nontoken permanents.
Sorcery
You may pay rather than pay this spell's mana cost.
If the cost was paid, an opponent chooses up to two nonland permanents they control and returns them to their owner's hand.
Destroy all nonland permanents.
Legendary Creature — Phyrexian Praetor // Enchantment — Saga (3/5)
Vigilance
Whenever a source an opponent controls deals damage to you or a permanent you control, that source's controller loses 2 life unless they pay .
, Sacrifice three other creatures: Exile Elesh Norn, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
The Argent Etchings
(As this Saga enters and after your draw step, add a lore counter.)
I — Incubate 2 five times, then transform all Incubator tokens you control.
II — Creatures you control get +1/+1 and gain double strike until end of turn.
III — Destroy all other permanents except for artifacts, lands, and Phyrexians. Exile The Argent Etchings, then return it to the battlefield (front face up).
Legendary Planeswalker — Elspeth
+1: Create three 1/1 white Soldier creature tokens.
?3: Destroy all creatures with power 4 or greater.
?7: You get an emblem with "Creatures you control get +2/+2 and have flying."
Sorcery
Destroy all creatures and all permanents attached to creatures.
Sorcery
Nonland permanents your opponents control lose indestructible until end of turn.
Destroy all nonland permanents.
World Enchantment
When Eye of Singularity enters the battlefield, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated.
Whenever a permanent other than a basic land enters the battlefield, destroy all other permanents with that name. They can't be regenerated.
Sorcery
Choose a nonland permanent you don't control, then each other player chooses a nonland permanent they don't control that hasn't been chosen this way. Destroy all other nonland permanents.
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