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Rules guide · Sorcery

Enter the God-EternalsHow it works & interactions with other cards

By the ManaCount desk· 4 min read· War of the Spark· May 3, 2019
Carte Magic Enter the God-Eternals

Enter the God-Eternals 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.

01

Official card text

Enter the God-Eternals deals 4 damage to target creature and you gain life equal to the damage dealt this way. Target player mills four cards. Amass Zombies 4. (Put four +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

Complete guide

Enter the God-Eternals is a powerhouse sorcery from War of the Spark that encapsulates the terrifying invasion of Ravnica. This multi-modal spell provides a massive swing in board state by combining removal, lifegain, mill, and the creation of a formidable threat all in one card.

What It Does

This spell performs four distinct actions in order: it deals 4 damage to a target creature, grants you life equal to that damage, forces a target player to mill four cards, and finishes by having you Amass Zombies 4. Because it requires two targets—a creature and a player—you must have legal choices for both to even cast the spell.

How It Resolves

Resolution follows the text exactly as written. First, the 4 damage is dealt. Even if the creature has less than 4 toughness, the full 4 damage is dealt, meaning you gain 4 life. Next, the targeted player puts the top four cards of their library into their graveyard. Finally, you Amass Zombies 4: if you don't control an Army, you create a 0/0 Zombie Army token, then put four +1/1 counters on an Army you control. If the target creature dies from the damage, it stays on the battlefield until the entire spell finished resolving.

Common Mistakes

A common point of confusion is what happens if one target becomes illegal, such as a creature being sacrificed in response. If only one target remains legal, the spell still resolves and does as much as it can; however, you won't gain life if the creature target is gone. If BOTH targets are gone, the spell is removed from the stack and you do not Amass. Another mistake is forgetting that the Zombie Army enters as a 0/0 before the counters are applied, which can affect certain triggered abilities.

When to Play It

This sorcery is best utilized when you need to stabilize against aggressive decks. The combination of killing a mid-sized threat and gaining 4 life provides a huge buffer, while the Amass mechanic ensures you leave a 4/4 body behind to block. It is also a strategic tool in graveyard-themed decks, as you can target yourself with the mill effect to fuel your own synergies.

Interaction examples

Creating a Fresh Army

If you control no Army creatures, Enter the God-Eternals creates a 0/0 black Zombie Army token. The spell then places four +1/+1 counters on it, resulting in a 4/4 creature. This all happens during the resolution of the spell.

Surviving the Sweep

After you have built up a massive Army with Enter the God-Eternals, an opponent might cast Damnation to destroy all creatures. Since the Zombie Army is a creature token, it will be destroyed and sent to the graveyard, where it subsequently ceases to exist.

Graveyard Reanimation Loop

You cast Enter the God-Eternals targeting yourself for the mill effect, putting high-impact creatures into your graveyard. You then resolve the damage and Amass effects. Later, you cast Living Death; the creatures you milled earlier will return to the battlefield, while the Zombie Army token you created is sacrificed.

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

How it works : Enter the God-Eternals

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.

    Card named in this ruling

  3. #3· Wizards of the Coast

    Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.

    Card named in this ruling

  4. #4· Wizards of the Coast

    In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.

    Card named in this ruling

  6. #6· Wizards of the Coast

    Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    You can't cast Enter the God-Eternals without targeting a creature and a player.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Abilities that trigger while Enter the God-Eternals is resolving or that trigger as the target creature dies are all put onto the stack after the spell has finished resolving and the target creature has (if lethally damaged) died.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If the target creature has less than 4 toughness, Enter the God-Eternals still deals 4 damage to it and you'll gain 4 life.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If the target creature is no longer a legal target as the spell resolves but the player is a legal target, no creature is dealt damage and you gain no life, but the target player still moves the top cards of their library and you still amass 4.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If the target player is no longer a legal target as the spell resolves but the creature is a legal target, the creature is dealt damage, you gain that much life, and you amass 4. No player moves cards from their library.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If both targets are no longer legal targets as the spell tries to resolve, it doesn't resolve. You don't amass 4.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    If the target creature is dealt lethal damage by Enter the God-Eternals, it'll still be on the battlefield while you gain life, the target player moves cards, and you amass 4. Any abilities it has may affect these actions and may trigger on them.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

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