Day's Undoing 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
Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
How it works : Day's Undoing
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If any abilities trigger while players are shuffling cards into their library or drawing seven cards, those abilities cease to exist when the turn ends. They won’t be put on the stack.
No other card is named in this ruling.
- #2· Wizards of the Coast
Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes spells and abilities that can’t be countered. 2) If there are any attacking and blocking creatures, they’re removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. 5) The cleanup step happens in its entirety.
No other card is named in this ruling.
- #3· Wizards of the Coast
If any triggered abilities do trigger during the process of ending the turn, they’re put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn ends.
No other card is named in this ruling.
- #4· Wizards of the Coast
Though other spells and abilities that are exiled won’t get a chance to resolve, they don’t count as being countered.
No other card is named in this ruling.
- #5· Wizards of the Coast
Any “at the beginning of the next end step” triggered abilities won’t get the chance to trigger that turn because the end step is skipped. Those abilities will trigger at the beginning of the end step of the next turn. The same is true of abilities that trigger at the beginning of other phases or steps.
No other card is named in this ruling.
- #6· Wizards of the Coast
If both your hand and graveyard are empty as Day’s Undoing starts resolving, you’ll still shuffle your library before drawing seven cards.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Magar of the Magic Strings + Last Chance + Day's Undoing
- 1Cast Last Chance by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 2Activate Magar by paying
, noting Last Chance and putting it face down on the battlefield as a 3/3 creature.
- 3Activate Magar by paying
, noting Day's Undoing and putting it face down on the battlefield as a 3/3 creature.
- 4During your next turn, deal combat damage to an opponent using the face down creatures that have Last Chance and Day's Undoing noted. The creatures trigger.
- 5Resolve the first trigger, casting a copy of Last Chance without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 6Resolve the second trigger, casting a copy of Day's Undoing without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Last Chance trigger from causing you to lose the game.
- 7Repeat from step 3.
Magar of the Magic Strings + Warrior's Oath + Day's Undoing
- 1Cast Warrior's Oath by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 2Activate Magar by paying
, noting Warrior's Oath and putting it face down on the battlefield as a 3/3 creature.
- 3Activate Magar by paying
, noting Day's Undoing and putting it face down on the battlefield as a 3/3 creature.
- 4During your next turn, deal combat damage to an opponent using the face down creatures that have Warrior's Oath and Day's Undoing noted. The creatures trigger.
- 5Resolve the first trigger, casting a copy of Warrior's Oath without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 6Resolve the second trigger, casting a copy of Day's Undoing without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Warrior's Oath trigger from causing you to lose the game.
- 7Repeat from step 3.
Magar of the Magic Strings + Final Fortune + Day's Undoing
- 1Cast Final Fortune by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 2Activate Magar by paying
, noting Final Fortune and putting it face down on the battlefield as a 3/3 creature.
- 3Activate Magar by paying
, noting Day's Undoing and putting it face down on the battlefield as a 3/3 creature.
- 4During your next turn, deal combat damage to an opponent using the face down creatures that have Final Fortune and Day's Undoing noted. The creatures trigger.
- 5Resolve the first trigger, casting a copy of Final Fortune without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 6Resolve the second trigger, casting a copy of Day's Undoing without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Final Fortune trigger from causing you to lose the game.
- 7Repeat from step 3.
Magar of the Magic Strings + Chance for Glory + Day's Undoing
- 1Cast Chance for Glory by paying its mana cost, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 2Activate Magar by paying
, noting Chance for Glory and putting it face down on the battlefield as a 3/3 creature.
- 3Activate Magar by paying
, noting Day's Undoing and putting it face down on the battlefield as a 3/3 creature.
- 4During your next turn, deal combat damage to an opponent using the face down creatures that have Chance for Glory and Day's Undoing noted. The creatures trigger.
- 5Resolve the first trigger, casting a copy of Chance for Glory without paying its mana cost. Resolve the copy, causing you to take an extra turn after this one and to lose the game at the beginning of that turn's end step.
- 6Resolve the second trigger, casting a copy of Day's Undoing without paying its mana cost. Resolve the copy, causing you to end the turn. This will prevent the Chance for Glory trigger from causing you to lose the game.
- 7Repeat from step 3.
Legal formats
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