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Rules guide · Enchantment

Nature's WrathHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Masters Edition II· September 22, 2008
Carte Magic Nature's Wrath

Nature's Wrath 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.

01

Official card text

At the beginning of your upkeep, sacrifice this enchantment unless you pay {G}. Whenever a player puts an Island or blue permanent onto the battlefield, that player sacrifices an Island or blue permanent of their choice. Whenever a player puts a Swamp or black permanent onto the battlefield, that player sacrifices a Swamp or black permanent of their choice.

Complete guide

Nature's Wrath is a powerful green enchantment from Alliances designed to punish players for utilizing blue and black mana. It serves as a persistent tax on certain permanent types, forcing opponents to think twice before expanding their board state. With its cumulative-like upkeep cost, it demands a steady supply of green mana to maintain its oppressive presence.

Understanding the Trigger Mechanism

The core of Nature's Wrath lies in its two triggered abilities that monitor when a player 'puts' a permanent onto the battlefield. It is important to note that this includes playing a land from your hand, resolving a creature spell, or having a permanent enter via an effect. The ability triggers based on the characteristics of the permanent at the moment it enters the battlefield. If a permanent satisfies both triggers simultaneously—such as a land being both an Island and a Swamp—both abilities will trigger independently, requiring the player to sacrifice two permanents.

The Resolution Process

When a trigger is placed on the stack, it identifies the player who put the permanent into play. Upon resolution, that player must choose a permanent they control that matches the specified criteria (Island or blue permanent for the first trigger; Swamp or black permanent for the second) and sacrifice it. Crucially, the player can choose to sacrifice the very permanent that caused the trigger. If the player controls no other eligible permanents, the newcomer must be the one to go.

Strategic Upkeep and Timing

Nature's Wrath requires a G mana payment during your upkeep, or it must be sacrificed. Because this happens at the start of your turn, ensure you have untapped forests available. In terms of gameplay, this card is most effective in decks that do not rely on blue or black permanents themselves, as the triggers apply to 'a player,' which includes you. It effectively stalls the tempo of Dimir, Esper, or Grixis opponents by forcing a 'one-for-one' exchange for every land or creature they play.

Interaction examples

The Self-Sustaining Tax

If you control Nature's Wrath and play a basic Island, the enchantment's second ability triggers. When it resolves, you must sacrifice an Island or blue permanent. If that Island is your only blue source, you must sacrifice it immediately after playing it.

Scaling with Doubling Season

If an opponent controls Doubling Season and an effect creates a blue creature token, Nature's Wrath triggers. Even though Doubling Season causes two tokens to be created, Nature's Wrath triggers for each individual permanent put onto the battlefield. The player would have to sacrifice two blue permanents or Islands (one for each token entering).

Combat and Static Buffs

Nature's Wrath does not care about the power or toughness of creatures. If you have Unnatural Growth on the field and then play a black creature, the third ability of Nature's Wrath triggers. You must sacrifice a Swamp or black permanent before you even reach the beginning of combat where Unnatural Growth would apply its doubling effect.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Nature's Wrath

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Nature's Wrath cares about who puts the permanent onto the battlefield, not under whose control the permanent enters.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    A single permanent may cause both the second and third abilities to trigger. For example, Underground Sea is both an Island and a Swamp, and Skeleton Ship is both blue and black.

    No other card is named in this ruling.

02

Legal formats

legacyvintagepennycommanderoathbreakerduelpremodernpredh
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