Myrkul's Edict 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
Roll a d20. 1—9 | Choose an opponent. That player sacrifices a creature of their choice. 10—19 | Each opponent sacrifices a creature of their choice. 20 | Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Complete guide
Myrkul's Edict is a versatile black sorcery that leaves the fate of your opponents' creatures to the roll of a d20. Depending on your luck, you can force a single opponent or your entire table to part with their most precious permanents. This card is a gamble that scales beautifully in multiplayer games, especially when the dice roll in your favor.
What It Does
Myrkul's Edict forces creature sacrifices without targeting specific permanents, which means it bypasses keywords like Hexproof or Protection. The number of players affected and the quality of the creature they must sacrifice is determined by a d20 roll performed during the spell's resolution. Because you do not target a player, you choose who sacrifices only after the die is rolled and the result is known.
Resolution Step-by-Step
First, you cast the spell and pay two mana. When the spell resolves, you roll a d20. If the result is 1-9, you choose one opponent to sacrifice a creature. If it is 10-19, all opponents must choose and sacrifice one creature simultaneously. If you roll a natural 20, every opponent must identify which of their creatures has the highest power and sacrifice it; if there is a tie for the greatest power, that player chooses one of those tied creatures to sacrifice.
Common Mistakes
A common error is trying to target a creature or player when casting the spell. Myrkul's Edict does not use the word 'target,' so you do not make any choices until the spell is actually resolving. Another mistake is forgetting that for the 1-9 and 10-19 results, the opponents choose which creature they lose, not you. Only a roll of 20 restricts their choice to their most powerful creature.
When to Play It
This card is most effective in Commander or multiplayer formats where the 'each opponent' results (10-20) provide massive card advantage for only two mana. It is also an excellent tool against 'Voltron' strategies where an opponent relies on a single powerful creature protected by spells, as sacrifice effects do not care about Indestructible or Ward.
Interaction examples
You cast Myrkul's Edict and roll a 12. Since this falls in the 10-19 range, every opponent you are facing must choose one creature they control and put it into their graveyard. This happens simultaneously for all opponents.
You roll a 20 on Myrkul's Edict, forcing your opponent to sacrifice their 10/10 Eldrazi because it has the greatest power. On your next turn, you can cast Reanimate to bring that specific 10/10 creature back from their graveyard to your side of the battlefield.
If your opponent controls a creature with Hexproof that you cannot target, you can use Demonic Tutor to search your library for Myrkul's Edict. Because the Edict forces a sacrifice and does not target, it is one of the few ways to reliably remove such a threat.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Myrkul's Edict
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 Myrkul's Edict
No archived Top 8 deck with this card yet.



Reanimate
Demonic Tutor