Earth-Cult Elemental 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
Siege Monster — When this creature enters, roll a d20. 1—9 | Each player sacrifices a permanent of their choice. 10—19 | Each opponent sacrifices a permanent of their choice. 20 | Each opponent sacrifices two permanents of their choice.
Complete guide
Earth-Cult Elemental is a heavy-hitting red creature that brings chaos to the battlefield through the roll of a d20. As a Siege Monster, its impact is felt immediately upon arrival, forcing sacrifices based on your luck with the dice. Whether you are clearing the board or just applying pressure, this Elemental ensures that no permanent is truly safe.
Harnessing the Siege Monster
When Earth-Cult Elemental enters the battlefield, its triggered ability goes on the stack. You do not roll the d20 until the ability actually resolves. Depending on your roll, you will either sacrifice a permanent alongside your opponents (1-9), force each opponent to sacrifice one permanent (10-19), or force each opponent to sacrifice two permanents on a natural 20. Note that the player whose turn it is chooses their permanents to sacrifice first, followed by other players in turn order, allowing later players to see what others have chosen before making their own decision.
Resolution Step-by-Step
First, the Elemental enters and the ability is placed on the stack. Players may respond with spells or abilities at this time. Second, if the ability resolves, you roll a single d20. Third, based on the result, players identify which permanents they will lose. Finally, all chosen permanents are sacrificed simultaneously. Because the roll and the sacrifice are part of the same resolution, no player can wait to see the die result before deciding to respond with a spell; they must respond while the ability is still on the stack.
Common Mistakes
A frequent error is trying to respond to the specific outcome of the die roll. Once the die is rolled, the ability is in the middle of resolving, and no player receives priority to cast spells until the sacrifice is complete. Another mistake involves turn order; remember that the active player must commit to their sacrifice first if they are included in the effect, giving opponents information they can use to their advantage.
When to Play It
Earth-Cult Elemental is best utilized when you have 'throwaway' permanents like Treasure tokens or low-impact lands, just in case you roll a 1-9. It is particularly effective against opponents who rely on a single powerful permanent, as they are forced to choose what to lose. In multiplayer games, the value of this card increases significantly as the 10-20 results affect every opponent simultaneously.
Interaction examples
You have a Goldspan Dragon and a Treasure token on the field. You cast Earth-Cult Elemental. Upon entry, you roll a 5. Since the result is between 1-9, you and your opponent must each sacrifice a permanent. You choose to sacrifice your Treasure token to satisfy the effect, while your opponent is forced to sacrifice their only creature.
You attack with Etali, Primal Storm and exile Earth-Cult Elemental from your opponent's library, casting it for free. As the Elemental enters, you roll a 15. Only your opponents are affected by this range. Each opponent must choose one permanent they control and sacrifice it, while your board remains untouched.
With Earth-Cult Elemental entering the battlefield, you roll a natural 20. Your opponent has both Goldspan Dragon and Etali, Primal Storm in play. Because the result is a 20, they are required to sacrifice two permanents of their choice. They must sacrifice both of their powerful creatures, drastically shifting the momentum of the game in your favor.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Earth-Cult Elemental
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Players decide in turn order, starting with the active player (or the next opponent in turn order if the active player isn't sacrificing anything), which permanent(s) they will sacrifice. Players later in turn order will know which permanents were picked by earlier players while they make this choice. Once all choices have been made, all permanents are sacrificed simultaneously.
No other card is named in this ruling.
- #2· Wizards of the Coast
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
No other card is named in this ruling.
- #3· Wizards of the Coast
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
No other card is named in this ruling.
- #4· Wizards of the Coast
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
No other card is named in this ruling.
- #5· Wizards of the Coast
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
No other card is named in this ruling.
- #6· Wizards of the Coast
An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
No other card is named in this ruling.
- #7· Wizards of the Coast
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
No other card is named in this ruling.
- #8· Wizards of the Coast
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
No other card is named in this ruling.
- #9· Wizards of the Coast
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
No other card is named in this ruling.
- #10· Wizards of the Coast
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
No other card is named in this ruling.
- #11· Wizards of the Coast
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
No other card is named in this ruling.
Legal formats
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Meta decks with Earth-Cult Elemental
No archived Top 8 deck with this card yet.



Goldspan Dragon
Etali, Primal Storm