Maximum Carnage 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
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able. II — Add. III — This Saga deals 5 damage to each opponent.
Complete guide
Maximum Carnage is a high-impact red Saga that forces total chaos upon the battlefield while fueling your own spells. It masterfully blends forced aggression with a burst of mana and a fiery finish to close out the game.
Unlocking the Chaos
When Maximum Carnage enters the battlefield, its first chapter triggers, imposing a restriction on every creature. Until your next turn, all creatures must attack every combat if able, and they must target a player other than you if possible. While this functions similarly to the 'goad' keyword, note that the creatures are not technically 'goaded' for the purposes of other card effects.
Resolution and Rituals
The first chapter affects all creatures currently on the board and any that enter after the ability resolves, lasting until your next turn. On your following turn, the second chapter provides a significant boost of three red mana during your precombat main phase. Finally, the third chapter deals 5 damage directly to each opponent before the Saga is sacrificed.
Strategic Restrictions
A common mistake is assuming creatures must always attack a player. If a creature cannot attack a player other than you (perhaps because all other players have protection), it must still attack you, a planeswalker, or a battle if it is able to. Additionally, players are never forced to pay costs (like those from Propaganda) to satisfy the 'attack if able' requirement.
Interaction examples
If Purphoros, God of the Forge is a creature because your devotion to red is five or more, Maximum Carnage will force him to attack your opponents. Since he is Indestructible, he can safely charge into combat, while the mana from Chapter II can be used to activate his ability, pumping your team's power.
While Maximum Carnage forces your opponents' creatures to fight each other, you can use the three red mana from Chapter II to cast large creatures. With Warstorm Surge on the battlefield, those creatures will deal damage to any target upon entry, allowing you to pick off any survivors from the forced combat phase.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Maximum Carnage
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If a creature under the effects of the first chapter ability can't attack for any reason (such as being tapped or having come under your control that turn), then it doesn't attack. If there's a cost associated with having it attack, you're not forced to pay that cost, so it doesn't have to attack in that case either.
No other card is named in this ruling.
- #2· Wizards of the Coast
However, if such a creature can't attack players other than you, it must attack you (unless you control it) or a planeswalker or battle it can attack.
No other card is named in this ruling.
- #3· Wizards of the Coast
Maximum Carnage's first chapter ability affects all creatures until your next turn, regardless of whether or not they were on the battlefield at the time the ability resolved.
No other card is named in this ruling.
- #4· Wizards of the Coast
Although the effects of the first chapter ability are the same as the goad keyword action, that ability doesn't cause any creatures to become goaded. Effects that refer to "goaded creatures" won't apply.
No other card is named in this ruling.
Legal formats
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Meta decks with Maximum Carnage
No archived Top 8 deck with this card yet.



Purphoros, God of the Forge
Warstorm Surge