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Rules guide · Creature

Grand AbolisherHow it works & interactions with other cards

By the ManaCount desk· 2 min read· The Big Score· April 19, 2024
Carte Magic Grand Abolisher

Grand Abolisher 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

During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.

Complete guide

Grand Abolisher is a powerhouse of control that ensures your turn remains strictly yours. By preventing opponents from interfering with your plans, this Human Cleric allows you to execute your strategy without the fear of counterspells or activated disruptions.

Total Silence on Your Turn

While Grand Abolisher is on the battlefield, your opponents are restricted from casting any spells during your turn. Furthermore, they cannot activate abilities of permanents that are artifacts, creatures, or enchantments. This effectively shuts down most traditional forms of interaction, though it is important to note that this only applies during your own turn.

What it Doesn't Stop

Grand Abolisher has specific limits. It does not stop triggered abilities from firing, nor does it affect static abilities. Additionally, it only restricts activated abilities of permanents on the battlefield. This means opponents can still use abilities like cycling or channel from their hand, or graveyard-based activated abilities, as those are not considered artifacts, creatures, or enchantments while in those zones.

Common Pitfalls

Players often forget that Grand Abolisher only blocks activated abilities of specific types. It does not stop opponents from activating abilities of lands, such as mana abilities or utility land effects. Furthermore, because it doesn't stop triggered abilities, an opponent's 'enters the battlefield' effect or 'whenever a player casts a spell' effect will still resolve normally.

When to Lead with the Abolisher

The best time to play Grand Abolisher is at the beginning of your pre-combat main phase. Once it successfully resolves, it creates a 'safe zone' for the rest of your turn. If you have a complex combo or a big attack planned, resolving this creature first prevents your opponents from using removal or combat tricks to stop you.

Interaction examples

Neutralizing Mana Dorks

If you have Grand Abolisher on the battlefield during your turn, your opponent cannot activate the ability of Ornithopter of Paradise. Because the Ornithopter is an artifact creature on the battlefield, its activated mana ability is prohibited, preventing your opponent from generating mana to use for other non-spell costs.

Triggered Abilities Slip Through

If you cast a noncreature spell while an opponent controls Esper Sentinel and you control Grand Abolisher, the Sentinel's ability will still trigger. Grand Abolisher only stops activated abilities; since Esper Sentinel uses a triggered ability (starting with 'Whenever'), the opponent will still be able to draw a card unless you pay the tax.

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

How it works : Grand Abolisher

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Grand Abolisher doesn't stop your opponents from activating abilities of artifact, creature, or entorchantment cards in zones other than the battlefield (like cycling abilities, for example).

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Grand Abolisher doesn't affect triggered abilities or static abilities.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Lethal Vapors
+Teferi's Protection
+Grand Abolisher
#1

Lethal Vapors + Teferi's Protection + Grand Abolisher

Skip all your future turns, causing your opponents to eventually draw from an empty library and lose the gameYou have protection from everythingYour life total can't changeLock
  1. 1Cast Lethal Vapors by paying {2}{B}{B}.
  2. 2Activate Lethal Vapors an arbitrarily large number of times.
  3. 3Cast Teferi's Protection by paying {2}{W}: until your next turn your life total can't change and you have protection from everything.
  4. 4Allow all the activated abilities from Lethal Vapors to resolve, skipping an arbitrarily large number of turns.
Zidane, Tantalus Thief
+Confusion in the Ranks
+Grand Abolisher
#2

Zidane, Tantalus Thief + Confusion in the Ranks + Grand Abolisher

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite artifact tokens
  1. 1Cause an artifact, creature or enchantment to enter the battlefield.
  2. 2Confusion in the Ranks triggers, exchanging control of the permanent that entered with an opponent for another permanent of the same type.
  3. 3Zidane triggers, creating a Treasure token.
  4. 4When the Treasure enters, Confusion in the Ranks triggers, exchanging control of the Treasure with an opponent for another artifact.
  5. 5Repeat from step 3.
03

Legal formats

standardhistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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