It's Clobberin' Time! 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.
Official card text
Choose one — • Target creature you control deals damage equal to its power to target creature an opponent controls. • Destroy target artifact or enchantment. Rebound
Complete guide
It's Clobberin' Time! is a versatile green sorcery that offers either a removal option for problematic creatures or a way to shatter artifacts and enchantments. Thanks to the Rebound keyword, this card provides two uses for the price of one, ensuring your opponents have a difficult time keeping their board intact. This guide explains how to maximize its value and navigate the timing of its repeated effect.
Versatile Destruction and Rebound
When you cast It's Clobberin' Time!, you choose between making one of your creatures deal damage to an opponent's creature or destroying a non-creature permanent. If the spell was cast from your hand, Rebound triggers as it resolves. Instead of going to the graveyard, the card is exiled, and you may cast it again at the beginning of your next upkeep without paying its mana cost. Note that you can choose a different mode when you cast it the second time.
Step-by-Step Resolution
First, you choose the mode and targets as you cast the spell. If you choose the first mode, you target a creature you control and a creature an opponent controls; if you choose the second, you target an artifact or enchantment. Upon resolution, the chosen effect happens. If the spell was cast from your hand, it is exiled. At your next upkeep, a triggered ability goes on the stack. When it resolves, you cast the spell again, choose a mode and new targets, and then it finally goes to your graveyard.
Common Mistakes
One common error is forgetting that Rebound only works if the spell resolves. If the spell is countered or its targets become illegal before it resolves, it goes straight to the graveyard and you won't get to cast it again. Also, remember that the second cast during your upkeep is optional, but if you choose to cast it, you must be able to choose legal targets for the chosen mode.
When to Play It
Since this is a sorcery, you'll usually play it during your main phase to clear blockers or remove stax pieces. Because of Rebound, it is often wise to cast it even if there is only a minor threat on the board, knowing you will get another free removal spell on your next turn to handle whatever your opponent plays in the meantime.
Interaction examples
If you used Cultivate on turn three to ramp, you can cast It's Clobberin' Time! on turn four to destroy an opponent's artifact. The spell exiles itself due to Rebound. On turn five's upkeep, you cast it again for free, perhaps using the first mode to have your newly played creature deal damage to a threat, leaving your mana open for more spells.
After using Farseek to ensure you have the correct colors of mana, you cast It's Clobberin' Time! targeting an enchantment. On your next turn, the Rebound trigger allows you to use the damage mode. Even if the creature you controlled on the previous turn is gone, you can target a creature you just put into play with Farseek's mana to deal damage to an opponent's creature.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : It's Clobberin' Time!
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with It's Clobberin' Time!
No archived Top 8 deck with this card yet.



Cultivate
Farseek