End Hostilities 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
Destroy all creatures and all permanents attached to creatures.
Complete guide
End Hostilities is a powerful white board wipe that ensures the battlefield is truly cleared of threats. Unlike typical destruction spells, it specifically targets not just the creatures themselves, but also the tools and enhancements they carry. This makes it an essential tool against decks that rely on powering up single threats with powerful Equipment or Auras.
What It Does
End Hostilities costs five mana and destroys every creature on the battlefield. Additionally, it destroys every permanent currently attached to a creature. This unique clause means that Equipment—which usually survives most board wipes—is sent to the graveyard along with the creature that was wielding it. It doesn't matter who controls the attachment; if it is attached to a creature, it is destroyed.
How It Resolves
When End Hostilities resolves, the game checks for all creatures and all permanents attached to creatures. All of these permanents are destroyed simultaneously. Because the destruction happens at the same time, 'dies' triggers and 'when this permanent is put into a graveyard' triggers all see each other leaving the battlefield. After the spell finished resolving, state-based actions are checked, and any empty equipment or lingering auras that were somehow not attached (though rare during this resolution) would remain or be moved to the graveyard by rule.
Common Mistakes
A frequent error is assuming that Equipment survives because it isn't a creature. While cards like Austere Command allow you to choose to save artifacts, End Hostilities offers no such mercy if those artifacts are currently equipped. Another mistake is thinking it destroys all Auras and Equipment on the board; it only destroys those specifically 'attached to creatures.' An Aura like Ground Seal or an unequipped Sword would remain on the battlefield.
When to Play It
This card is best utilized when your opponent is playing 'Voltron' strategies or heavy equipment decks. While Farewell is more versatile for exiling multiple card types, End Hostilities is a specific silver bullet for breaking through protective equipment that might otherwise allow a creature to be re-equipped and remain a threat next turn. It is a definitive way to reset the board state entirely.
Interaction examples
If your opponent has several creatures equipped with powerful weapons, playing Austere Command and choosing 'Destroy all creatures' would leave the Equipment behind for later use. However, playing End Hostilities destroys both the creatures and the Equipment simultaneously, preventing the opponent from simply playing new creatures and re-arming them.
When facing a field of creatures with Auras, Farewell requires you to choose 'Exile all creatures' and 'Exile all enchantments' to clear them, which might also hit your own non-creature enchantments. End Hostilities specifically targets the creatures and their attachments, leaving your own unattached enchantments safe while ensuring their Auras are destroyed regardless of the choice.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : End Hostilities
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Permanents attached to creatures may include Auras and Equipment. All the affected permanents are destroyed at the same time.
No other card is named in this ruling.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with End Hostilities
No archived Top 8 deck with this card yet.



Austere Command
Farewell