Aether Gale is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Return six target nonland permanents to their owners' hands.
Complete guide
When the battlefield gets too crowded, blue mages look for ways to clear the path. Aether Gale is a powerful sorcery that can reset the board state by bouncing exactly six nonland permanents back to their owners' hands. This card is a versatile tool for both defensive recovery and aggressive finishers.
What Aether Gale Does
Aether Gale is a sorcery that targets nonland permanents. Unlike many sweepers that hit everything, Aether Gale is surgical but demanding: you must name exactly six distinct targets to cast it. You can target your own permanents to save them from removal or re-trigger 'enters-the-battlefield' abilities, but you will most often use it to clear out an opponent's blockers or dangerous artifacts.
Resolution Step-by-Step
First, you cast Aether Gale and choose six legal targets that are not lands. If these permanents remain on the battlefield until the spell resolves, they are all moved to their owners' hands simultaneously. If one or more (but not all) targets become illegal—for instance, if a creature is sacrificed in response—Aether Gale will still resolve and bounce the remaining legal targets. If all six targets become illegal, the spell will fail to resolve and be put into the graveyard with no effect.
Common Pitfalls
The most common mistake is forgetting the requirement for exactly six targets. If there are only five nonland permanents on the entire battlefield, you cannot cast Aether Gale at all. Additionally, because it targets, permanents with Hexproof or Protection from Blue are ineligible. You cannot target a single permanent multiple times to satisfy the requirement; it must be six individual objects.
When to Play It
Strategic timing is key. Since it is a sorcery, you must play it during your main phase. It is most effective when your opponent has exactly six high-value threats or when you have some of your own permanents with powerful entry effects that you want to reuse. Use it right before an alpha strike to remove every possible blocker your opponent has.
Interaction examples
If your board is full of a specific creature type, you might first cast Distant Melody to draw a massive amount of cards. With your hand freshly refilled, you can then cast Aether Gale to bounce six of your opponent's creatures, ensuring they have no defense against your army on that same turn.
Imagine you are playing an Elf deck. You cast Raise the Palisade, choosing 'Elf' to bounce all non-Elf creatures. If your opponent persists with annoying non-creature threats like enchantments or artifacts, follow up with Aether Gale to target those specifically. While Raise the Palisade handles the wide board of creatures, Aether Gale cleans up the specialized nonland permanents that survived the first wave.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Aether Gale
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You must choose six different legal targets in order to cast Aether Gale. If some, but not all, of those targets become illegal before Aether Gale resolves, the remaining legal targets will be put into their owners' hands.
No other card is named in this ruling.
Legal formats
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Meta decks with Aether Gale
No archived Top 8 deck with this card yet.



Distant Melody
Raise the Palisade