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Rules guide · Enchantment

Everlasting TormentHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Lorwyn Eclipsed Commander· January 23, 2026
Carte Magic Everlasting Torment

Everlasting Torment 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

Players can't gain life. Damage can't be prevented. All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)

Complete guide

Everlasting Torment is a devastating enchantment that shifts the fundamental rules of engagement in Magic: The Gathering. By stripping away the comfort of life gain and the safety of damage prevention, it ensures every wound leaves a permanent scar.

Unstoppable Damage

This card establishes three global rules: life gain is impossible, damage cannot be prevented, and all damage is dealt via wither. The wither effect applies to all sources, meaning even non-creature spells like direct damage will place -1/-1 counters on creatures rather than dealing standard damage. Because damage can't be prevented, even protection abilities like Protection from Red will fail to stop damage from a red source, though they may still prevent targeting.

The Logistics of Life Gain

When Everlasting Torment is on the battlefield, any effect that would cause a player to gain life simply results in nothing happening. This includes setting a life total to a number higher than your current total. Furthermore, you cannot pay costs that require life gain. If a spell or ability has multiple effects, only the life gain portion is ignored; the rest of the spell resolves as normal.

Wither Everywhere

Wither is a keyword that modifies how damage is dealt to creatures. Instead of marking damage that is removed at the end of the turn, sources deal damage in the form of -1/-1 counters. This affects all sources of damage, including spells and abilities from cards in any zone. This makes blocking extremely dangerous, as even the smallest creatures can permanently weaken larger threats.

Common Mistakes

Players often confuse damage prevention with damage redirection. While Everlasting Torment stops prevention, it does not stop redirection effects. Additionally, players might try to gain life to offset life loss from their own cards, but this enchantment makes such a strategy impossible. Remember that damage dealt to players still results in a loss of life; wither only changes how damage is dealt to creatures.

Interaction examples

Maintaining Resources Under Pressure

With both enchantments out, at the beginning of your upkeep, Phyrexian Arena triggers. You draw a card and lose 1 life. Everlasting Torment does not stop life loss, only life gain, so the drawback of the Arena remains fully functional. You continue to lose health for cards without any way to replenish your life total.

Strategic Choices with Connections

During your first main phase, you choose your modes for Black Market Connections. If you choose to create a Shapeshifter and a Treasure, you lose a total of 4 life. Everlasting Torment ensures that this life loss is permanent. If you also attacked with a creature that has Lifelink, that Lifelink ability would fail to provide any healing, making the life loss from your enchantments much more dangerous.

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

How it works : Everlasting Torment

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Effects that replace an event with gaining life (like Words of Worship's effect does) will end up replacing the event with nothing.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Effects that would replace gaining life with some other effect won't be able to do anything because it's impossible for players to gain life.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The "damage can't be prevented" statement overrides all forms of preventing damage, including protection abilities. Damage prevention spells and abilities can still be cast and played; they just don't do anything.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Spells and abilities that would normally cause a player to gain life still resolve, but the life-gain part simply has no effect.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If an effect says to set your life total to a certain number, and that number is higher than your current life total, that effect will normally cause you to gain life equal to the difference. With Everlasting Torment on the battlefield, that part of the effect won't do anything. (If the number is lower than your current life total, the effect will work as normal.)

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Spells and abilities that replace or redirect damage aren't affected by Everlasting Torment's second ability. They'll work as normal.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If a cost includes life gain (like Invigorate's alternative cost does), that cost can't be paid.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    The last ability affects all damage, whether it's dealt by creatures, other permanents, spells, or cards that aren't on the battlefield. Wither works everywhere.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

All Will Be One
+Everlasting Torment
#1

All Will Be One + Everlasting Torment

Destroy any number of creatures opponents controlDestroy any number of creatures opponents control whenever you put a counter on a permanent or playerInfinite -1/-1 counters on creatures opponents controlLock
  1. 1Attempt to deal noncombat damage to a creature an opponent controls, instead putting that many -1/-1 counters on it due to Everlasting Torment.
  2. 2All Will Be One triggers, putting that many -1/-1 counters on a creature an opponent controls.
  3. 3Repeat step 2.
Transcendence
+Everlasting Torment
#2

Transcendence + Everlasting Torment

You can't lose the game due to having 0 or less lifePlayers can't gain lifeLock
  1. 1Whenever you lose life, Transcendence's second ability triggers, causing you to gain no life due to Everlasting Torment
Auntie Ool, Cursewretch
+Morselhoarder
+Words of War
+Everlasting Torment
#3

Auntie Ool, Cursewretch + Morselhoarder + Words of War + Everlasting Torment

Infinite colored mana
  1. 1Activate Words of War by paying {1}.
  2. 2Attempt to draw a card. The draw will be replaced by Words of War targeting Morselhoarder. The 2 damage will instead place two -1/-1 counters on Morselhoarder due to Everlasting Torment.
  3. 3Auntie Ool triggers. Holding priority, activate Morselhoarder twice by removing two -1/-1 counters from it, adding two mana of any color.
  4. 4Activate Words of War by paying {1}.
  5. 5Resolve the Auntie Ool trigger, attempting to draw a card. The draw will be replaced by Words of War targeting Morselhoarder. The 2 damage will instead place two -1/-1 counters on Morselhoarder due to Everlasting Torment.
  6. 6Repeat from step 3.
03

Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredhtlr
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