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Rules guide · Sorcery

Spinning Wheel KickHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Kamigawa: Neon Dynasty· February 18, 2022
Carte Magic Spinning Wheel Kick

Spinning Wheel Kick 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

Target creature you control deals damage equal to its power to each of X target creatures and/or planeswalkers.

Complete guide

Spinning Wheel Kick is a powerful green sorcery that allows a single creature to deliver a devastating blow to multiple targets at once. By channeling your mana into a single martial arts maneuver, you can clear an opponent's board using your strongest fighter.

What It Does

This spell scales with the amount of mana you invest in its X cost. You choose one creature you control to deal damage and X other targets, which can be either creatures or planeswalkers controlled by your opponents. The damage dealt to each target is equal to the current power of your chosen creature at the time the spell resolves.

How It Resolves

First, as you cast the spell, you choose the value for X and pay the mana cost of double X plus two green. You then select one creature you control to be the source of the damage and X targets to receive it. Upon resolution, the game checks the power of your creature. That creature then deals damage simultaneously to every target that is still legal. Because the creature deals the damage itself, abilities like deathtouch or lifelink will apply.

Common Mistakes

A frequent error is forgetting that this is not a 'fight' effect; the targets do not deal damage back to your creature. Additionally, if the creature you control is removed from the battlefield before Spinning Wheel Kick resolves, the spell will fail to deal any damage because the source of the damage is no longer present to have its power checked.

When to Play It

Spinning Wheel Kick is most effective in the mid-to-late game when you have a high-power creature and plenty of mana. It serves as a one-sided board wipe that can remove multiple blockers or knock down several planeswalkers in a single turn, providing a clear path for your attackers.

Interaction examples

Accelerating the Kick

To maximize the value of X, you need plenty of lands. You can cast Cultivate early to search for basic lands and put them onto the battlefield. This ensures that by the time you draw Spinning Wheel Kick, you have enough mana to set X to three or four, allowing your creature to strike multiple targets.

Mana Fixing for the Finish

If you are playing multiple colors, Farseek helps you find the necessary green sources or dual lands to satisfy the two green pips in the cost. Once your mana base is established, you can cast Spinning Wheel Kick to have your largest creature eliminate several threats simultaneously, utilizing the ramp provided by your earlier sorceries.

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

How it works : Spinning Wheel Kick

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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