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Rules guide · Instant

Repel the VileHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Kamigawa: Neon Dynasty· February 18, 2022
Carte Magic Repel the Vile

Repel the Vile 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.

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Official card text

Choose one — • Exile target creature with power 4 or greater. • Exile target enchantment.

Complete guide

Repel the Vile is a versatile white instant that offers players a choice between removing a massive creature or a pesky enchantment. As a modal spell, it provides the flexibility needed to handle diverse threats on the battlefield by exiling them permanently. Because it exiles rather than destroys, it efficiently bypasses indestructible keywords and graveyard triggers.

How Repel the Vile Works

When you cast Repel the Vile, you must choose one of its two modes: exiling a creature with power 4 or greater, or exiling an enchantment. You must choose the mode and the target as part of casting the spell. The spell will only resolve if the target is still legal when it attempts to resolve; for example, if the creature's power is reduced below 4 before the spell finishes, the spell will fail to resolve.

Step-by-Step Resolution

First, announce you are casting Repel the Vile and choose which mode you are using. Second, select a legal target based on that mode (either an enchantment or a creature with power 4 or greater) and pay the mana cost of three generic and one white mana. When the spell resolves, the targeted permanent is moved directly from the battlefield to the exile zone. Since the card specifies 'exile,' the permanent does not go to the graveyard, preventing 'dies' triggers from occurring.

Common Mistakes

A common error is attempting to target a creature with power 3 or less, even if you intend to buff it later; the target must be legal at the moment of casting. Another mistake involves timing; because this is an instant, players sometimes forget they can use it during an opponent's turn to stop an attacker or remove a global enchantment before their own turn begins. Remember that if a creature has power 4 or greater due to temporary buffs, it is a legal target for the first mode.

Strategic Timing

Use Repel the Vile to remove high-impact threats that are difficult to interact with, such as indestructible Gods or creatures that benefit from being in the graveyard. Since it is an instant, it is often best saved for the end of an opponent's turn or during the declare attackers step to disrupt their combat math. If your opponent relies on a powerful Saga or Aura to win, the second mode provides a clean answer.

Interaction examples

Dealing with Tokens

If you use Generous Gift to destroy an opponent's land, they receive a 3/3 Elephant token. Because this token only has 3 power, you cannot use the first mode of Repel the Vile to exile it. You would need the creature to have at least 4 power to target it with this spell.

Protection and Phasing

If you target an opponent's enchantment with Repel the Vile and they respond by casting Teferi's Protection, all of their permanents phase out. When Repel the Vile tries to resolve, its target no longer exists on the battlefield. The spell will fail to resolve and be put into your graveyard with no effect.

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

How it works : Repel the Vile

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderduel
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