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Rules guide · Sorcery // Land

Ondu Inversion // Ondu SkyruinsHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Zendikar Rising· September 25, 2020
Carte Magic Ondu Inversion // Ondu Skyruins

Ondu Inversion // Ondu Skyruins 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

Destroy all nonland permanents. This land enters tapped. {T}: Add {W}.

Complete guide

Ondu Inversion is a powerful white modal double-faced card that offers incredible flexibility for control decks. Whether you need an emergency board wipe or a land to ensure you hit your early mana drops, this card has you covered.

One Card, Two Roles

Ondu Inversion serves as a dual-purpose tool. Its front face is a heavy-duty sorcery that destroys all nonland permanents, while its back face, Ondu Skyruins, is a land that provides white mana. Because it is a modal double-faced card (MDFC), you choose which side to play as you take the action; you cannot use both sides simultaneously.

Resolution and Zone Rules

When you cast Ondu Inversion, it goes on the stack as a white sorcery with a mana value of 8. Upon resolution, every permanent on the battlefield that is not a land—including artifacts, enchantments, creatures, and planeswalkers—is destroyed. In any zone other than the stack or the battlefield (like your library or graveyard), the game only 'sees' the front face, meaning its mana value is always 8 for effects that check your deck.

Common Mistakes to Avoid

A frequent error is trying to put the land side into play using effects that 'put a land from your library onto the battlefield.' Because Ondu Inversion is a sorcery on its front face, such effects will fail to find it. Additionally, remember that Ondu Skyruins enters the battlefield tapped, so you cannot use the mana immediately on the turn you play it.

When to Play It

Play the land side, Ondu Skyruins, during the early game if you are short on resources. Save the sorcery side for the late game when the board is cluttered with problematic nonland permanents that single-target removal cannot handle.

Interaction examples

Board Wipe Comparison

If the battlefield is flooded with creatures, Vanquish the Horde might be cheaper to cast than Ondu Inversion. However, if your opponent also controls powerful enchantments or artifacts, Ondu Inversion is the superior choice because it destroys all nonland permanents, whereas Vanquish the Horde only hits creatures.

Winning the Long Game

In a control shell, you can use Ondu Inversion to clear the entire board of threats, ensuring your safety. This buys you the necessary time to cast Approach of the Second Sun twice and win the game, as your opponent will have to rebuild their entire nonland board state from scratch.

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

How it works : Ondu Inversion // Ondu Skyruins

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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