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Rules guide · Kindred Sorcery

All Is DustHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Commander Masters· August 4, 2023
Carte Magic All Is Dust

All Is Dust 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.

01

Official card text

Each player sacrifices all permanents they control that are one or more colors.

Complete guide

All Is Dust is a powerful Eldrazi sorcery that serves as a devastating board wipe for colorless-themed decks. It forces every player to sacrifice their colored permanents, bypassing traditional defenses like indestructible. Because it is a Kindred spell, it also carries the Eldrazi subtype, allowing it to interact with tribal-themed effects.

What It Does

When All Is Dust resolves, every player must identify every permanent they control that has one or more colors in its color identity. These permanents are then sacrificed simultaneously. Importantly, because this effect uses the sacrifice keyword, abilities like indestructible, ward, or regeneration cannot prevent the permanents from being put into the graveyard.

The Step-by-Step Resolution

First, the spell is cast and put onto the stack; since it is a Kindred Sorcery, any triggers related to Eldrazi spells will fire now. When the spell resolves, the game checks the color of every permanent on the battlefield. Lands are naturally colorless, even if they produce colored mana, so they usually stay. Any creature, enchantment, artifact, or planeswalker that has a color is moved to the graveyard by its controller. Since all sacrifices happen at once, permanents that trigger when 'another' permanent is sacrificed will see everything else leaving the battlefield simultaneously.

Colorless Specifics and Common Mistakes

A common mistake is assuming that a permanent with a colored mana symbol in its text box is colored. In Magic, color is determined by the mana cost or a color indicator; most artifacts and lands are colorless and will survive All Is Dust. Additionally, while tokens are often colorless, many are not. For example, a 1/1 white Soldier token is colored and must be sacrificed, whereas an Eldrazi Spawn token is colorless and remains.

When to Play It

This spell is best utilized in decks that rely heavily on artifacts, Eldrazi, or colorless utility lands. Because it costs seven mana, it is a late-game reset button that can completely clear an opponent's board while leaving your colorless threats untouched.

Interaction examples

Building Your Resource Pool

You can cast Skittering Invasion to create five 0/1 colorless Eldrazi Spawn creature tokens. Because these tokens are explicitly colorless, they will not be affected by All Is Dust. You can then cast All Is Dust to clear your opponents' colored creatures while keeping your tokens to use as blockers or to sacrifice for mana later.

The Eldrazi Connection

Both cards benefit from a high density of colorless cards in your deck. If you use All Is Dust to clear the board, you ensure that your opponents have no permanents to protect their life total. If you have Calamity of the Titans in hand, you can reveal a high-mana value colorless creature (like a large Eldrazi) to exile smaller threats, but All Is Dust acts as the ultimate follow-up to remove anything that Calamity of the Titans might have missed due to mana value restrictions.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : All Is Dust

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    A land card that produces colored mana, even a land with a basic land type, normally has no color.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    All Is Dust doesn't destroy permanents. Rather, it causes them to be sacrificed. Regeneration, umbra armor, and indestructible can't save permanents from All Is Dust.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Tokens may have one or more colors. The effect that creates a token states what color it is or whether it's colorless.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    All permanents with one or more colors are sacrificed at the same time.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Lands have no mana cost, so they are colorless unless an effect states otherwise.

    No other card is named in this ruling.

02

Legal formats

modernlegacyvintagecommanderoathbreakerduelpredh
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