Peace Talks 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
This turn and next turn, creatures can't attack, and players and permanents can't be the targets of spells or activated abilities.
How it works : Peace Talks
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
No other card is named in this ruling.
- #2· Wizards of the Coast
Doesn’t skip the Combat Phase, just renders creatures unable to attack.
No other card is named in this ruling.
- #3· Wizards of the Coast
Can be cast after your attack.
No other card is named in this ruling.
- #4· Wizards of the Coast
It affects the current turn and the next turn. This could affect the same player twice if they have two turns in a row, or it could affect different players. In a multiplayer game it affects exactly two turns, not a full round of turns.
No other card is named in this ruling.
Legal formats
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Meta decks with Peace Talks
No archived Top 8 deck with this card yet.




