Planar Cleansing
Magic 2013 — rare
Sorcery
Destroy all nonland permanents.
Magic 2013 — rare
Sorcery
Destroy all nonland permanents.
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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.
Sorcery
This spell costs less to cast if there are ten or more nonland permanents on the battlefield.
Destroy all nonland permanents.
Sorcery
Choose one —
• Destroy all tokens.
• Destroy all nonland, nontoken permanents.
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.
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.
Sorcery
Destroy all nonland creatures.
Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.
Sorcery
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Exile all nonland permanents that aren't legendary.
Sorcery
Destroy all artifacts, creatures, and enchantments.
Cycling (, Discard this card: Draw a card.)
Sorcery
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
Sorcery
Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments.
Sorcery
Exile all permanents. For as long as any of those cards remain exiled, at the beginning of each player's upkeep, that player returns one of the exiled cards they own to the battlefield.
Sorcery
Destroy all tapped creatures. Until your next turn, whenever a creature becomes tapped, destroy it.
Sorcery
Destroy all creatures.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Choose a number between 0 and 10. Destroy all creatures with power greater than or equal to the chosen number.
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