Mirrodin Avenged 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
Destroy target creature that was dealt damage this turn. Draw a card.
Complete guide
Mirrodin Avenged is a highly efficient black instant that punishes creatures for surviving combat or damage-based spells. For a single black mana, it not only removes a vulnerable threat but also replaces itself in your hand. This card is a staple for decks looking to maintain card advantage while keeping the board clear of damaged survivors.
What It Does
Mirrodin Avenged targets a single creature that has been dealt damage during the current turn. This damage can come from combat, spells, or abilities. If the creature meets this condition, the spell destroys it and you draw a card. If the creature has not been dealt damage, it is not a legal target for this spell.
Step-by-Step Resolution
First, you cast Mirrodin Avenged by paying one black mana and choosing a legal target that has already taken damage. When the spell resolves, it checks if the target is still legal; if it is, the creature is destroyed. Finally, as the last part of the spell's effect, you draw a card from your library. Even if the creature had indestructible and isn't destroyed, you still draw the card as long as the target remained legal.
Common Mistakes
A common mistake is trying to cast this on a creature before damage has actually been dealt, such as during the declare blockers step. You must wait until the combat damage step or after a damage-dealing spell has resolved. Additionally, if the target creature becomes illegal before resolution (for example, by gaining Hexproof or being sacrificed), the entire spell fails and you will not draw a card.
When to Play It
The best time to use Mirrodin Avenged is after a multi-block or a non-lethal board wipe. It is an excellent follow-up to chip damage or 'ping' effects. Because it draws a card, it is rarely a 'dead' draw in the late game, provided there is a way to damage your opponent's creatures.
Interaction examples
You can cast Dark Ritual to add three black mana to your pool. You use one of that mana to cast Mirrodin Avenged on a creature that took damage from a blocker earlier that turn. This allows you to remove a threat and draw a card while still having two black mana left for other spells.
During your opponent's turn, after a creature is damaged in combat, you cast Vampiric Tutor to place a specific card on top of your library. You then cast Mirrodin Avenged to destroy the damaged creature. Because Mirrodin Avenged says 'Draw a card,' you immediately draw the card you just searched for with the Tutor.
In a standard game, your opponent blocks your 1/1 creature with their 5/5 creature. During the end of combat step, the 5/5 has 1 damage marked on it. You cast Mirrodin Avenged targeting the 5/5. The creature is destroyed and you draw a card, effectively trading a small creature and a cheap spell for their boss monster and a new card.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Mirrodin Avenged
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 Mirrodin Avenged
No archived Top 8 deck with this card yet.



Dark Ritual
Vampiric Tutor