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Djeru's RenunciationHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Hour of Devastation· July 14, 2017
Carte Magic Djeru's Renunciation

Djeru's Renunciation 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

Tap up to two target creatures. Cycling {W} ({W}, Discard this card: Draw a card.)

Complete guide

Djeru's Renunciation is a flexible utility spell from the Amonkhet block that offers both board control and card replacement. Whether you need to stop an incoming attack or dig through your library for a finisher, this white instant provides the versatility required for many situations.

What It Does

This card serves two primary functions: a tactical tap-down effect and a cycling ability. When cast as a spell, it allows you to choose up to two target creatures and tap them, effectively removing blockers or preventing attackers from participating in the next combat phase. Alternatively, you can pay a single white mana to Cycle the card, discarding it to draw a new one if the tapping effect isn't currently needed.

How It Resolves Step by Step

When you cast Djeru's Renunciation, you choose zero, one, or two target creatures. Upon resolution, the spell attempts to tap the chosen targets; if a target is already tapped, that part of the spell simply has no effect on that specific creature. If you choose to Cycle the card instead, you pay the cost and discard the card as an activated ability. This goes on the stack and, when it resolves, you draw a card. Note that Cycling is not casting a spell, so it cannot be countered by traditional spell-countering effects.

Common Mistakes

A frequent error is forgetting that 'up to two' includes the number zero. You can cast this spell with no targets just to trigger effects that care about spells being cast. Another mistake is trying to tap a creature that has already been declared as an attacker to stop the damage; once a creature is declared as an attacker, tapping it will not remove it from combat. You must cast this during the Beginning of Combat step at the latest to prevent the attack.

When to Play It

The best time to cast this spell is during your opponent's Beginning of Combat step. This prevents their largest threats from being able to attack you. Conversely, you can cast it on your own turn during the Declare Attackers step to tap down potential blockers. If the board state is stalled or you are looking for a specific answer, using the Cycling ability at the end of your opponent's turn is a great way to maintain card flow.

Interaction examples

Clearing the Path

If your opponent has three dangerous blockers, you can use Swords to Plowshares to exile the most threatening one permanently. Then, cast Djeru's Renunciation to tap the remaining two. This sequence ensures your attackers can swing through an empty defensive line for lethal damage.

Handling Multiple Threats

Suppose your opponent attacks with three creatures. You can cast Path to Exile to remove the largest attacker, then cast Djeru's Renunciation targeting the other two. Because Djeru's Renunciation taps them, even if they had an ability that triggered upon tapping, you have effectively neutralized the entire combat phase for your opponent.

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

How it works : Djeru's Renunciation

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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