Morningtide 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
Exile all graveyards.
Complete guide
Morningtide is a classic white sorcery that offers a clean slate for all players by clearing away every single graveyard. Whether you are facing down a reanimation strategy or simply want to reset the game state, this two-mana spell ensures that the past stays in the past.
What It Does
Morningtide is a symmetrical effect that targets no specific player or card; instead, it affects the game state globally. When it resolves, every card currently located in any player's graveyard is moved to the exile zone simultaneously. This includes creatures, lands, spells, and any other card types that have accumulated throughout the match.
How It Resolves Step by Step
First, you cast Morningtide by paying one white and one generic mana, placing it on the stack. Once both players pass priority and the spell begins to resolve, you identify all cards in all graveyards. All those cards are moved to exile at once. Finally, Morningtide itself is placed into its owner's graveyard as the final step of its resolution, meaning Morningtide is not exiled by its own effect.
Common Mistakes
A frequent error is assuming that Morningtide exiles itself. Because a sorcery only goes to the graveyard after it has finished resolving, Morningtide remains in the graveyard while everything else is exiled. Additionally, remember that this is a 'blink and you miss it' effect; it does not prevent cards from entering the graveyard later in the turn.
When to Play It
This spell is most effective against 'Flashback' spells, 'Dredge' mechanics, or decks that rely on returning creatures from the dead. Since it costs only two mana, it can be cast early to disrupt setup or late to prevent a massive game-ending reanimation spell.
Interaction examples
If your opponent has Sevinne's Reclamation in their graveyard, they can cast it for its Flashback cost. If you cast Morningtide in response to the Flashback attempt, it is too late to stop that specific cast. However, if you cast Morningtide before they announce the Flashback, the Sevinne's Reclamation is moved to exile, and they lose the opportunity to use it again.
You can use Open the Armory to search your library for a powerful Aura. Even if your opponent uses Morningtide later to clear the graveyards, your library and hand remain unaffected, as Morningtide only interacts with cards that have already been discarded or destroyed.
When you cast Morningtide, it clears your own graveyard as well. This can be used as a defensive measure to prevent opponents from targeting your cards with their own exile or reanimation effects, though you will lose access to those cards for the rest of the game.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Morningtide
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Immortal Coil + Fractured Identity + Morningtide
- 1Cast Fractured Identity by paying
, exiling Immortal Coil and causing each opponent to create a token copy of it.
- 2Cast Morningtide by paying
, exiling all cards from all graveyards.
- 3Each opponent's Immortal Coil triggers, causing them to lose the game.
Interactions with other cards
These cards' text mentions Morningtide.
Legal formats
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Meta decks with Morningtide
No archived Top 8 deck with this card yet.



Sevinne's Reclamation
Open the Armory

