Metal Fatigue 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
Tap all artifacts.
Complete guide
Metal Fatigue is a straightforward yet powerful white instant that exerts control over the battlefield by manipulating the state of all artifacts. For three mana, you can disrupt artifact-heavy strategies or clear a path through mechanical blockers at the perfect moment.
What It Does
Metal Fatigue is a global effect that targets nothing. Upon resolution, every artifact currently on the battlefield is changed to a tapped state. Because it does not target, it bypasses keywords like Ward or Hexproof that might otherwise protect individual permanents.
How It Resolves Step by Step
First, the spell is cast and put onto the stack. When it resolves, the game checks all permanents on the battlefield for the 'Artifact' type. Every permanent with that type, regardless of who controls it or its other types (like Artifact Creatures or Artifact Lands), is tapped simultaneously. If an artifact is already tapped, the spell simply has no effect on that specific permanent.
Common Mistakes
A common error is trying to use Metal Fatigue to stop an opponent's artifact from using an ability that is already on the stack. Once an ability is activated, tapping the source will not counter the effect unless the ability specifically requires the permanent to remain untapped. Additionally, remember that this affects your own artifacts as well, which might disable your defensive blockers.
When to Play It
The best time to cast Metal Fatigue is usually during your opponent's beginning of combat step. Tapping their artifact creatures before they declare attackers prevents them from swinging at you. Alternatively, cast it at the end of their turn to ensure their utility artifacts or mana rocks are unavailable for use during your own turn.
Interaction examples
If your opponent has several Artifact Creatures standing ready to block, you cast Metal Fatigue during your pre-combat main phase. All those creatures become tapped, allowing your non-artifact attackers to strike without being blocked by them.
If you control artifacts you want to keep untapped, you can cast Teferi's Protection first. Your permanents phase out and are treated as though they do not exist. When you subsequently resolve Metal Fatigue, your artifacts are not on the battlefield to be tapped, while your opponent's artifacts are all affected.
If an opponent targets your artifact with Generous Gift, you can cast Metal Fatigue in response. Metal Fatigue resolves first, tapping all artifacts. Then, Generous Gift resolves, destroying your now-tapped artifact and giving you an Elephant token. While the outcome for your artifact is the same, you have successfully tapped every other artifact on the board in the process.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Metal Fatigue
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 Metal Fatigue
No archived Top 8 deck with this card yet.



Teferi's Protection
Generous Gift