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Rules guide · Enchantment

Fall of the First CivilizationHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Assassin's Creed· July 5, 2024
Carte Magic Fall of the First Civilization

Fall of the First Civilization 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

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each draw two cards. II — Exile target artifact an opponent controls. III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.

Complete guide

Fall of the First Civilization is a potent Saga that balances symmetrical card draw with targeted removal and a devastating board wipe. Representing the collapse of a society, it forces both you and your rivals to gather resources before systematically dismantling their artifacts and finally their entire board presence.

A Multi-Stage Downfall

As a Saga, this enchantment enters the battlefield with a lore counter and gains another after your draw step. The first chapter forces card draw, the second provides surgical removal for artifacts, and the final chapter acts as a modified 'Tragic Arrogance' style board wipe where players only get to keep three of their nonland permanents.

Step-by-Step Resolution

When Chapter I triggers, you must choose a target opponent. If that target becomes illegal before resolution, the entire ability fails and nobody draws. Chapter II targets a specific artifact an opponent controls to be exiled. Finally, Chapter III requires every player to simultaneously choose three nonland permanents they control; every other nonland permanent is then destroyed. Note that the Saga itself is often still on the battlefield during Chapter III, so it can be one of the three permanents you choose to save if you wish.

Strategic Considerations

Common mistakes involve misjudging the timing of Chapter III. Since you choose which of your permanents stay, you can keep your most impactful pieces while your opponents are forced to lose everything else. Be aware that this effect does not target, so it bypasses Hexproof and Shroud when destroying the remaining permanents.

When to Deploy the Fall

This card is best used when you are slightly behind on board but have high-value pieces to protect. It acts as a political tool in the early stages and a hard reset in the late game, ensuring you keep your best three assets while clearing the way for a victory.

Interaction examples

Taxing the Knowledge

When Chapter I resolves, you and your opponent each draw two cards. Because your opponent drew cards, Smothering Tithe triggers twice. Your opponent must pay a total of four mana, or you will create two Treasure tokens, effectively turning the 'symmetrical' draw into a mana advantage for you.

Selective Survival

When Chapter III triggers, you must choose three nonland permanents to keep. You can choose Ghostly Prison as one of your three. All other nonland permanents are destroyed. This allows you to wipe your opponent's creature swarm while maintaining your defensive tax, making it difficult for them to rebuild and attack you.

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

How it works : Fall of the First Civilization

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If the target of Fall of the First Civilization’s first chapter ability is an illegal target as the ability tries to resolve, it won’t resolve and none of its effects will happen. No player will draw cards.

    No other card is named in this ruling.

02

Legal formats

modernlegacyvintagecommanderoathbreakerdueltlr
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