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Rules guide · Instant

Fatal PushHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Double Masters· August 7, 2020
Carte Magic Fatal Push

Fatal Push 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

Destroy target creature if it has mana value 2 or less. Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.

Complete guide

Fatal Push is one of the most efficient removal spells in Modern and Legacy, offering incredible tempo for just one black mana. Its effectiveness scales based on whether you have satisfied the Revolt condition, making it a versatile tool for any black-based deck. Understanding how to track permanents leaving the battlefield is key to mastering this card.

What It Does

Fatal Push targets a creature and attempts to destroy it based on its mana value. By default, it hits creatures with a mana value of 2 or less. However, if the Revolt condition is met, the threshold increases to mana value 4 or less, allowing it to take down much larger threats.

Step-by-Step Resolution

First, you cast Fatal Push and choose any creature as a target; you can even target a creature with mana value 5, though it won't be destroyed. When the spell resolves, the game checks if a permanent you controlled left the battlefield this turn. If one did, Fatal Push destroys the target if its mana value is 4 or less. If no permanent left, it only destroys the target if its mana value is 2 or less.

Common Mistakes

A frequent misconception is that tokens do not trigger Revolt; however, tokens are permanents, and if they leave the battlefield, they satisfy the Revolt requirement. Additionally, remember that mana value is determined by the mana cost in the corner of the card; for creatures with {X} in their cost, X is treated as 0 while on the battlefield.

When to Play It

Fatal Push is best played in decks that utilize fetch lands or sacrifice outlets to ensure Revolt is active when needed. It is a premier answer to early-game aggressive threats and, with Revolt active, can cleanly answer most mid-range creatures that define competitive formats.

Interaction examples

Basic Efficiency

If your opponent controls a creature with mana value 2, you simply cast Fatal Push targeting it. Upon resolution, since the mana value is 2 or less, the creature is destroyed even if no permanents left your side of the field.

Fueling the Grave

While Dark Ritual provides the mana to cast Fatal Push, it is a spell, not a permanent. If you cast Dark Ritual and then Fatal Push, the Dark Ritual going to the graveyard does not trigger Revolt because it was never a permanent on the battlefield.

Top Deck Manipulation

If you cast Vampiric Tutor to find a card, this does not satisfy Revolt as Vampiric Tutor is an instant spell. You would need a permanent like a treasure token or a land to leave the battlefield to increase Fatal Push's destruction range to mana value 4.

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

How it works : Fatal Push

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Fatal Push can target any creature, even one with mana value 5 or greater. The creature's mana value is checked only as Fatal Push resolves.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Revolt abilities don't care why the permanent left the battlefield, who caused it to move, or where it moved to. They're equally satisfied by an artifact you sacrificed to pay a cost, a creature you controlled that was destroyed by Cast Down, or an enchantment you returned to your hand with Cyclonic Rift.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Tokens that leave the battlefield will satisfy a revolt ability.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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