Right of Vengeance 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
Until end of turn, whenever a creature deals combat damage to you, destroy that creature and create a 2/1 red Klingon Warrior creature token with haste.
Complete guide
Right of Vengeance is a powerful defensive instant that punishes opponents for daring to attack you. It turns every strike against your life total into a lethal counterattack, leaving you with an army of Klingon Warriors. Understanding the timing of this spell is key to maximizing your tactical advantage.
What It Does
Right of Vengeance sets up a delayed triggered ability that lasts until the end of the current turn. Once resolved, any creature that deals combat damage to you—specifically to your person, not your planeswalkers or battles—will trigger the effect. That creature is destroyed, and you immediately receive a 2/1 red Klingon Warrior creature token with haste to bolster your ranks.
How It Resolves Step by Step
First, you cast Right of Vengeance, usually during the Declare Attackers or Declare Blockers step. Once it resolves, the game state watches for combat damage. When a creature's combat damage is dealt to you, the trigger goes on the stack. Upon resolution of that trigger, the game attempts to destroy the creature. Regardless of whether the creature is actually destroyed (for example, if it has indestructible), you still create the 2/1 red Klingon Warrior token.
Common Mistakes
A frequent error is thinking this spell works against non-combat damage or damage dealt to planeswalkers. It only triggers when a creature's power is applied directly to you during the combat damage step. Additionally, because the destruction effect and the token creation happen within the same triggered ability, your new Klingon Warriors cannot block the creatures that triggered the effect, as those creatures have already dealt their damage.
When to Play It
The best time to cast this is before the combat damage step begins. If you wait until after damage is dealt, the window for the triggered ability to catch that damage has already passed. Casting it early in the combat phase ensures that even creatures with double strike will trigger the effect twice—once for each damage instance—giving you two tokens and destroying the attacker immediately.
Interaction examples
Your opponent attacks with three 1/1 creatures. You cast Right of Vengeance before damage. When they deal a total of 3 damage to you, three separate triggers go on the stack. All three attackers are destroyed, and you create three 2/1 Klingon Warrior tokens. Because they have haste, you can attack with them on your very next turn.
If you cast Teferi's Protection, your life total cannot change, but creatures can still deal combat damage to you. If Right of Vengeance is active, the creatures still 'deal' damage (the amount is just prevented from changing your life total), so they will still be destroyed and you will still get your Klingon Warrior tokens.
Suppose your opponent used Generous Gift on your land, giving you a 3/3 Elephant. If that Elephant later attacks its original owner after they have cast Right of Vengeance, the Elephant will be destroyed upon dealing damage, and the opponent will receive a Klingon Warrior in its place.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Right of Vengeance
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Right of Vengeance
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Right of Vengeance
Klingon Warrior
Teferi's Protection
Generous Gift