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Rules guide · Sorcery

Rise of the EldraziHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Commander Masters· August 4, 2023
Carte Magic Rise of the Eldrazi

Rise of the Eldrazi 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

This spell can't be countered. Destroy target permanent. Target player draws four cards. Take an extra turn after this one. Exile Rise of the Eldrazi.

Complete guide

Rise of the Eldrazi is a monumental sorcery that captures the overwhelming power of the blind eternities in a single card. For twelve mana, you dictate the flow of the game by eliminating a threat, refilling your hand, and seizing an extra turn. This spell is a definitive finisher that rewards players who can generate massive amounts of colorless mana.

A Trio of Devastating Effects

When you cast Rise of the Eldrazi, you must choose a target permanent to destroy and a target player to draw cards. Even if your opponent has a counterspell ready, the first line of text ensures this spell cannot be countered by spells or abilities. Upon resolution, it performs three distinct actions in order: it destroys the targeted permanent, the targeted player draws four cards, and you gain an extra turn after the current one. Finally, the spell exiles itself to prevent graveyard recursion loop shenanigans.

Resolution Step-by-Step

First, the spell checks if its targets are still legal. If at least one target is legal, the spell resolves. It destroys the permanent first, then the card draw happens. Note that the 'Take an extra turn' effect is not targeted; it always applies to the controller of the spell. Even if the permanent is made indestructible or the player cannot draw cards, the other parts of the spell will still happen as long as one target was valid during resolution.

Common Pitfalls

A common mistake involves targeting a permanent that gains Hexproof or Protection in response. If all targets (the permanent and the player) become illegal before the spell resolves, the entire spell is removed from the stack and none of its effects happen—you won't even get the extra turn. Additionally, remember that the spell exiles itself as part of its resolution; it never hits the graveyard, so you cannot use traditional recursion to cast it again immediately.

Strategic Timing

Because this costs twelve mana and includes three colorless requirements, it is best played in decks utilizing Urza's lands or Eldrazi Scion tokens. Since it provides an extra turn, you should ideally cast it when you have a board state capable of winning during that follow-up turn. Using it to destroy an opponent's only blocker while drawing into more gas is often the final nail in the coffin.

Interaction examples

Doubling the Apocalypse

If your opponent casts Rise of the Eldrazi and does not pay the {2} tax for your Wandering Archaic, you may copy the spell. Your copy resolves first, allowing you to destroy a permanent, draw four cards, and take an extra turn. Because extra turns are added one by one, you will take your extra turn, then your opponent will take theirs (assuming their original spell resolves), effectively neutralizing their temporal advantage.

Clearing the Path

In a high-mana scenario, you might cast All Is Dust to force your opponent to sacrifice their colored blockers. With the board clear, you then cast Rise of the Eldrazi targeting one of their remaining lands or artifacts. You draw four cards to replace the ones you spent and take an extra turn to attack with your Eldrazi titans while the opponent has no colored permanents left to defend themselves.

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

How it works : Rise of the Eldrazi

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

02

Popular combos

Real combos played by the community, sorted by popularity.

Panoptic Mirror
+Rise of the Eldrazi
#1

Panoptic Mirror + Rise of the Eldrazi

Infinite turnsLock
  1. 1At the beginning of your upkeep, Panoptic Mirror triggers, casting a copy of Rise of the Eldrazi without paying its mana cost.
  2. 2Resolve Rise of the Eldrazi, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
The Tenth Doctor
+Taigam, Master Opportunist
+Rise of the Eldrazi
#2

The Tenth Doctor + Taigam, Master Opportunist + Rise of the Eldrazi

Infinite turnsLock
  1. 1Cast the self-suspending card by paying its mana cost if its in your hand, or any other spell otherwise if you have not cast a spell this turn.
  2. 2Cast Rise of the Eldrazi by paying its mana cost.
  3. 3Taigam triggers, copying Rise of the Eldrazi and then exiling it with four time counters on it and giving it suspend.
  4. 4Resolve the copy of Rise of the Eldrazi, causing you to take an extra turn after this one.
  5. 5Move to your next turn. At the beginning of that turn's upkeep, Rise of the Eldrazi and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
  6. 6Activate The Tenth Doctor by paying {7}, removing three time counters from Rise of the Eldrazi and the self-suspending card, triggering their suspend abilities.
  7. 7Resolve the self-suspending card's suspend trigger, causing you to cast it from exile without paying its mana cost, and eventually exile it with time counters on it.
  8. 8Resolve the Rise of the Eldrazi's suspend trigger, causing you to cast it from exile without paying its mana cost.
Taigam, Master Opportunist
+Clockspinning
+Rise of the Eldrazi
#3

Taigam, Master Opportunist + Clockspinning + Rise of the Eldrazi

Infinite turnsLock
  1. 1Cast Rise of the Eldrazi by paying its mana cost.
  2. 2Taigam triggers, copying Rise of the Eldrazi and exiling the original Rise of the Eldrazi with four time counters on it.
  3. 3Resolve the Rise of the Eldrazi copy, causing you to take an extra turn after this one.
  4. 4Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Rise of the Eldrazi and returning Clockspinning to your hand.
  5. 5Repeat step 4 one additional time.
  6. 6Move to your next turn. At the beginning of your upkeep, Rise of the Eldrazi's suspend ability triggers, removing a time counter from it.
  7. 7Cast Clockspinning with buyback by paying {3}{U}, removing a time counter from Rise of the Eldrazi and returning Clockspinning to your hand.
  8. 8Rise of the Eldrazi's suspend ability triggers, causing you to cast it from exile without paying its mana cost.
Magar of the Magic Strings
+Rise of the Eldrazi
+Birgi, God of Storytelling // Harnfel, Horn of Bounty
#4

Magar of the Magic Strings + Rise of the Eldrazi + Birgi, God of Storytelling // Harnfel, Horn of Bounty

Infinite turnsLock
  1. 1Activate Harnfel by discarding Rise of the Eldrazi.
  2. 2Activate Magar by paying {1}{R}{B}, noting Rise of the Eldrazi and putting it face down on the battlefield as a 3/3 creature.
  3. 3During your next turn, deal combat damage to an opponent using the 3/3 creature that has Rise of the Eldrazi noted.
  4. 4The creature triggers, casting a copy of Rise of the Eldrazi without paying its mana cost.
  5. 5Resolve the Rise of the Eldrazi copy, causing you to take an extra turn after this one.
  6. 6Repeat from step 3 during each turn.
Magar of the Magic Strings
+Rise of the Eldrazi
+Skirge Familiar
#5

Magar of the Magic Strings + Rise of the Eldrazi + Skirge Familiar

Infinite turnsLock
  1. 1Activate Skirge Familiar by discarding Rise of the Eldrazi, adding {B}.
  2. 2Activate Magar by paying {1}{R}{B}, noting Rise of the Eldrazi and putting it face down on the battlefield as a 3/3 creature.
  3. 3During your next turn, deal combat damage to an opponent using the 3/3 creature that has Rise of the Eldrazi noted.
  4. 4The creature triggers, casting a copy of Rise of the Eldrazi without paying its mana cost.
  5. 5Resolve the Rise of the Eldrazi copy, causing you to take an extra turn after this one.
  6. 6Repeat from step 3 during each turn.
Magar of the Magic Strings
+Rise of the Eldrazi
+Putrid Imp
#6

Magar of the Magic Strings + Rise of the Eldrazi + Putrid Imp

Infinite turnsLock
  1. 1Activate Putrid Imp by discarding Rise of the Eldrazi.
  2. 2Activate Magar by paying {1}{R}{B}, noting Rise of the Eldrazi and putting it face down on the battlefield as a 3/3 creature.
  3. 3During your next turn, deal combat damage to an opponent using the 3/3 creature that has Rise of the Eldrazi noted.
  4. 4The creature triggers, casting a copy of Rise of the Eldrazi without paying its mana cost.
  5. 5Resolve the Rise of the Eldrazi copy, causing you to take an extra turn after this one.
  6. 6Repeat from step 3 during each turn.
Magar of the Magic Strings
+Rise of the Eldrazi
+Witch-king of Angmar
#7

Magar of the Magic Strings + Rise of the Eldrazi + Witch-king of Angmar

Infinite turnsLock
  1. 1Activate Witch-king of Angmar by discarding Rise of the Eldrazi.
  2. 2Activate Magar by paying {1}{R}{B}, noting Rise of the Eldrazi and putting it face down on the battlefield as a 3/3 creature.
  3. 3During your next turn, deal combat damage to an opponent using the 3/3 creature that has Rise of the Eldrazi noted.
  4. 4The creature triggers, casting a copy of Rise of the Eldrazi without paying its mana cost.
  5. 5Resolve the Rise of the Eldrazi copy, causing you to take an extra turn after this one.
  6. 6Repeat from step 3 during each turn.
Magar of the Magic Strings
+Rise of the Eldrazi
+Mind Over Matter
#8

Magar of the Magic Strings + Rise of the Eldrazi + Mind Over Matter

Infinite turnsLock
  1. 1Activate Mind Over Matter by discarding Rise of the Eldrazi.
  2. 2Activate Magar by paying {1}{R}{B}, noting Rise of the Eldrazi and putting it face down on the battlefield as a 3/3 creature.
  3. 3During your next turn, deal combat damage to an opponent using the 3/3 creature that has Rise of the Eldrazi noted.
  4. 4The creature triggers, casting a copy of Rise of the Eldrazi without paying its mana cost.
  5. 5Resolve the Rise of the Eldrazi copy, causing you to take an extra turn after this one.
  6. 6Repeat from step 3 during each turn.
03

Legal formats

legacyvintagecommanderoathbreakerduel
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