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Rules guide · World Enchantment

Gravity SphereHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Legends· June 1, 1994
Carte Magic Gravity Sphere

Gravity Sphere 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

All creatures lose flying.

Complete guide

Gravity Sphere is a classic World Enchantment that grounds every creature on the battlefield, stripping away the power of flight. It creates a unique tactical landscape where even the most fearsome dragons are forced to fight on the ground. Understanding how it interacts with other effects is key to maintaining control of the skies—or lack thereof.

Grounding the Skies

Gravity Sphere continuously applies a static effect that causes all creatures to lose flying. This applies to creatures already on the battlefield and any creature that enters the battlefield while the Sphere is active. Because it is a World Enchantment, it follows the 'world rule': if another world permanent enters the battlefield, Gravity Sphere is immediately put into its owner's graveyard as a state-based action.

Timestamp Layers and Flying

The ability to lose flying works within Layer 6 of the Magic rules. Gravity Sphere removes flying from all creatures based on its timestamp. If an effect grants flying to a creature after Gravity Sphere has already entered the battlefield, that new effect will have a later timestamp and the creature will successfully gain flying. However, any creature with natural flying or an effect that granted flying before the Sphere entered will remain grounded.

The World Rule

A common mistake involves forgetting the 'World' supertype. Only one world permanent can exist on the battlefield at a time. If you or an opponent plays a different World Enchantment, Gravity Sphere is gone instantly. Unlike the Legend Rule, if two world permanents enter the battlefield at the exact same time, both are put into the graveyard.

When to Deploy

This card is best used when your deck relies on ground-based combat or if your opponent's primary win condition involves evasive aerial threats. It effectively turns off 'Birds of Paradise' or massive 'Angels,' forcing them to interact with your blockers. It is a proactive defensive tool that reshapes the rules of engagement.

Interaction examples

Punishing Entry

With both Gravity Sphere and Impact Tremors on the battlefield, any creature you cast will enter the battlefield and immediately lose flying due to the Sphere's static ability. Simultaneously, Impact Tremors will trigger, dealing 1 damage to each opponent. The loss of flying happens instantly as a continuous effect and does not use the stack, so the creature is already grounded by the time the damage trigger resolves.

Escaping the Ground

If Gravity Sphere is in your graveyard (perhaps due to the world rule or being destroyed), you can use Underworld Breach to cast it using its escape cost. When it enters from the graveyard, it receives a new timestamp. This means it will now override any flying-granting effects that were already active on the battlefield, grounding all creatures once again until a newer effect grants flying or the Sphere leaves play at the end of the turn due to Breach's sacrifice trigger.

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

How it works : Gravity Sphere

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    This has the supertype world. When a world permanent enters, any world permanents that were already on the battlefield are put into their owners' graveyards. This is a state-based action called the "world rule." The new world permanent stays on the battlefield. If two world permanents enter at the same time, they're both put into their owners' graveyards.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    It removes Flying from all creatures on the battlefield when it enters and from each creature as that creature enters. It does not prevent the Flying ability being given to the creature *after* the Sphere is on the battlefield.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Gravity Sphere
+Moat
#1

Gravity Sphere + Moat

Creatures can't attackLock
  1. 1Gravity Sphere causes all creatures to lose flying.
  2. 2Moat prevents non-flying creatures from attacking, and since no creatures can have flying, no creatures can attack.
Gravity Sphere
+Form of the Dragon
#2

Gravity Sphere + Form of the Dragon

You can't be attackedLock
  1. 1Gravity Sphere causes all creatures to lose flying.
  2. 2Form of the Dragon prevents non-flying creatures from attacking you, and since no creatures can have flying, no creatures can attack you.
Gravity Sphere
+Island Sanctuary
#3

Gravity Sphere + Island Sanctuary

Most creatures can't attack youYou do not draw cards during your draw stepsLock
  1. 1At the beginning of your draw step, Island Sanctuary causes you to skip your card draw, and prevents creatures without flying and/or islandwalk from attacking you.
  2. 2Because Gravity Sphere causes all creatures to lose flying, only creatures with islandwalk can attack you.
Gravity Sphere
+Magus of the Moat
#4

Gravity Sphere + Magus of the Moat

Creatures can't attackLock
  1. 1Gravity Sphere causes all creatures to lose flying.
  2. 2Magus of the Moat prevents non-flying creatures from attacking, and since no creatures can have flying, no creatures can attack.
Gravity Sphere
+Stormtide Leviathan
#5

Gravity Sphere + Stormtide Leviathan

Creatures without islandwalk cannot attack
  1. 1Gravity Sphere causes all creatures to lose flying.
  2. 2Stormtide Leviathan prevents creatures from attacking unless they have flying and/or islandwalk. Since no creatures will have flying, only creatures with islandwalk can attack.
Luminous Broodmoth
+Felidar Guardian
+Gravity Sphere
+Ashnod's Altar
#6

Luminous Broodmoth + Felidar Guardian + Gravity Sphere + Ashnod's Altar

Infinite colorless manaInfinite death triggersInfinite creature ETBInfinite creature LTB
  1. 1Sacrifice Felidar Guardian to Ashnod's Altar to add {C}{C}.
  2. 2Luminous Broodmoth triggers, returning Felidar Guardian to the battlefield with a flying counter on it.
  3. 3Felidar Guardian's ETB triggers, exiling Mystic Decree and then returning it to the battlefield.
  4. 4Repeat.
Luminous Broodmoth
+Felidar Guardian
+Gravity Sphere
+Phyrexian Altar
#7

Luminous Broodmoth + Felidar Guardian + Gravity Sphere + Phyrexian Altar

Infinite colored manaInfinite death triggersInfinite creature ETBInfinite creature LTB
  1. 1Sacrifice Felidar Guardian to Phyrexian Altar to add 1 mana of any color.
  2. 2Luminous Broodmoth triggers, returning Felidar Guardian to the battlefield with a flying counter on it.
  3. 3Felidar Guardian's ETB triggers, exiling Mystic Decree and then returning it to the battlefield.
  4. 4Repeat.
Luminous Broodmoth
+Felidar Guardian
+Gravity Sphere
+Altar of Dementia
#8

Luminous Broodmoth + Felidar Guardian + Gravity Sphere + Altar of Dementia

Infinite death triggersInfinite creature ETBInfinite creature LTBInfinite mill
  1. 1Sacrifice Felidar Guardian to Altar of Dementia to mill target player for 1.
  2. 2Luminous Broodmoth triggers, returning Felidar Guardian to the battlefield with a flying counter on it.
  3. 3Felidar Guardian's ETB triggers, exiling Mystic Decree and then returning it to the battlefield.
  4. 4Repeat.
03

Legal formats

legacyvintagecommanderoathbreakerdueloldschoolpredhtlr
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