← MTG Rules

Rules guide · Sorcery

Single CombatHow it works & interactions with other cards

By the ManaCount desk· 2 min read· War of the Spark· May 3, 2019
Carte Magic Single Combat

Single Combat 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

Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.

Complete guide

Single Combat is a powerful white sorcery that forces a duel to the death between the most formidable forces on the battlefield. It limits the board to a single combatant per player and prevents reinforcements from arriving until you have completed your next turn.

Choosing the Combatants

When Single Combat resolves, each player must choose exactly one creature or planeswalker they control. The active player (whose turn it is) makes their choice first, followed by each other player in turn order. This allows you to see what your opponents choose before you have to commit to your own selection. Once all choices are made, every creature and planeswalker not chosen is sacrificed simultaneously.

The Silence of the Battlefield

The second part of the spell creates a continuous effect that prohibits all players from casting creature or planeswalker spells. This lockdown lasts from the moment the spell resolves until the end of your next turn. Note that this only prevents 'casting'; creatures can still enter the battlefield through other means, such as being put directly into play by an ability or a spell that is already on the stack.

Sacrifice vs. Destruction

A common mistake is treating Single Combat as a 'destroy' effect. Because it uses the keyword 'sacrifice,' creatures with Indestructible or Shields will still be put into the graveyard. Additionally, since players choose which permanents stay, you cannot target a specific threat to remove it; the controller of that threat decides if it is the one that remains.

When to Cast

Single Combat is best used when you have one powerful threat that can outmatch anything your opponent chooses to keep. Because it prevents players from casting new creature spells, it buys you a full turn cycle to attack your opponent while they are unable to rebuild their defenses.

Interaction examples

Choosing Your Best Warrior

You control three 2/2 tokens and a 5/5 Dragon. Your opponent controls two planeswalkers. You cast Single Combat. You choose your Dragon, and your opponent chooses one of their planeswalkers. You sacrifice your three tokens, and your opponent sacrifices their unchosen planeswalker. Neither of you can cast creature or planeswalker spells until your next turn ends.

Single Combat vs. Mass Removal

If your opponent has a mix of artifacts and small creatures, Austere Command might be better to wipe their utility pieces. However, if they have a creature with Indestructible, Austere Command's 'destroy' modes will fail. In this case, Single Combat is superior because it forces the opponent to sacrifice their permanents, bypassing Indestructible entirely.

Bypassing the Graveyard

While Single Combat forces sacrifices and stops new spells, Farewell can exile all creatures and graveyards entirely. If you need to stop your opponent from casting spells for a turn, Single Combat is the choice. If your opponent has 'dies' triggers they want to activate, Farewell is better because it exiles, whereas Single Combat's sacrifice will trigger those abilities.

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

How it works : Single Combat

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    As Single Combat resolves, first the player whose turn it is chooses a creature or planeswalker they control, then each other player in turn order does the same, knowing the choices made before them. Then each unchosen creature and planeswalker is sacrificed at the same time.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    In a multiplayer game, if you leave the game after Single Combat resolves but before your next turn begins, its effect lasts until your next turn would have begun. It neither expires immediately nor lasts indefinitely.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Single Combat

No archived Top 8 deck with this card yet.

Explore the meta
Official source