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Rules guide · Instant

Crackling DoomHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Double Masters 2022· July 8, 2022
Carte Magic Crackling Doom

Crackling Doom 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.

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Official card text

Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.

Complete guide

Crackling Doom is a powerful Mardu instant that punishes all opponents simultaneously without ever needing to target. It is a versatile removal spell that bypasses keywords like hexproof and protection, ensuring your opponents lose their most formidable threats. Whether you are playing Commander or casual formats, understanding its timing and resolution is key to maximizing its impact.

What It Does

Crackling Doom performs two distinct actions when it resolves: it deals 2 damage to each of your opponents and forces each of them to sacrifice their creature with the greatest power. Because the spell does not use the word 'target,' it can affect players with hexproof or creatures with protection from red, white, or black. The two effects are independent; even if the damage is prevented by a shield or an ability, the sacrifice effect still occurs.

How It Resolves Step by Step

First, the spell deals 2 damage to each opponent. Next, starting with the active player (the player whose turn it is) and proceeding in turn order, each opponent identifies which creature they control has the highest power. If an opponent has a tie for the greatest power, they choose one of those creatures. After every opponent has made their choice, all selected creatures are sacrificed simultaneously. This means later players in the turn order have the advantage of knowing what earlier players are sacrificing before they finalize their own choice.

Common Mistakes

A frequent error is assuming you, the caster, get to choose which creature the opponent sacrifices. You do not; the opponent always chooses which of their creatures they lose if there is a tie for the highest power. Another common mistake involves targeting protections; since Crackling Doom does not target, cards that grant 'Hexproof' or 'Shroud' to a creature do not protect it from being sacrificed by this spell.

When to Play It

Since Crackling Doom is an instant, it is best used when your opponent commits to an attack or tries to cast a spell to buff their creature. It is also an excellent answer to 'Voltron' strategies where a single massive creature is the opponent's main win condition. If you need to ensure a specific creature is sacrificed, you may want to use other removal spells first to clear away creatures that have higher power than your actual target.

Interaction examples

Dealing with Tokens

If your opponent controls a 10/10 Eldrazi and you want them to sacrifice it, but they also control a 12/12 creature, you can cast Generous Gift to destroy the 12/12 first. The opponent gets a 3/3 Elephant. Then, when you cast Crackling Doom, the 10/10 will be their creature with the greatest power, forcing them to sacrifice it.

Responding to Shuffles

Imagine your opponent has a creature that grows based on the number of permanents they control. You cast Crackling Doom, and in response, the opponent casts Chaos Warp on their own creature to try and flip into something else. The Chaos Warp resolves first, shuffling the creature away. When Crackling Doom finally resolves, it will check the board again and force the opponent to sacrifice whatever their new highest-power creature is.

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

How it works : Crackling Doom

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Crackling Doom doesn't target any player or creature. For example, a creature with protection from black could be sacrificed.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The sacrifice is not dependent on the damage being dealt. It doesn't matter if that damage is prevented or redirected.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    In a multiplayer game, each opponent, starting with the active player and proceeding in turn order, chooses which creature they will sacrifice and then all creatures are sacrificed at the same time. Each successive player will know what the players before them chose to sacrifice.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If a player controls two or more creatures tied for the greatest power among creatures they control, that player chooses one of them to sacrifice.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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