Sword of Sinew and Steel 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
Equipped creature gets +2/+2 and has protection from black and from red. Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact. Equip
Complete guide
Sword of Sinew and Steel is a powerful entry in the iconic cycle of Mirran swords, offering both protection and high-impact destruction. By granting a creature bonuses to its power and toughness along with safety from two major colors, it allows you to dismantle an opponent's board presence just by attacking. This artifact is a versatile tool for any aggressive deck looking to clear away problematic non-creature permanents.
Dual Protection and Buffs
The sword grants the equipped creature +2/+2 and protection from black and from red. This means the creature cannot be blocked by black or red creatures, cannot be targeted by spells or abilities from black or red sources, and all damage dealt to it by such sources is prevented. Additionally, any black or red Auras or Equipment already attached to the creature will fall off immediately when the sword is equipped.
Triggered Destruction
When the equipped creature deals combat damage to a player, a triggered ability goes on the stack. You can choose up to one target planeswalker and up to one target artifact to destroy. Because the ability says 'up to one,' you are not required to have both a planeswalker and an artifact to target; you can choose just one, or even none, though usually, you will want to maximize the destruction.
Strategic Timing and Targeting
The ability triggers only during the combat damage step after damage is dealt. If the creature is blocked and doesn't have trample, or if the damage is prevented, the ability will not trigger. Remember that the targets are chosen when the ability is put onto the stack, so your opponent has a chance to respond before their permanents are destroyed.
Common Missteps
A common mistake is forgetting that protection only applies to the creature, not the sword itself. An opponent can still destroy Sword of Sinew and Steel with a red spell like Shatter because the protection does not extend to the artifact. Also, remember that 'combat damage' is specifically damage dealt during the combat damage step; abilities that deal damage (like 'pinging' a player) will not trigger the destruction effect.
Interaction examples
You equip your creature with Sword of Sinew and Steel and attack an opponent successfully. When combat damage is dealt, the sword's ability triggers. You target the opponent's Arcane Signet. As the ability resolves, the Arcane Signet is destroyed, cutting off your opponent's mana acceleration.
Your creature deals combat damage to a player while equipped with the sword. You choose to target the player's Swiftfoot Boots as the target artifact. Upon resolution, the boots are destroyed. Note that if the creature wearing the boots had hexproof, you could still target the boots themselves, as the boots do not usually have hexproof, only the creature they are attached to does.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Sword of Sinew and Steel
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Protection from a color means that the equipped creature can't be blocked by creatures of that color, can't be the target of spells of that color or abilities from sources of that color, can't be enchanted or equipped by Auras or Equipment of that color, and all damage that sources of that color would deal to it is prevented. Nothing other than these events is prevented or illegal.
No other card is named in this ruling.
Legal formats
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Meta decks with Sword of Sinew and Steel
No archived Top 8 deck with this card yet.



Arcane Signet
Swiftfoot Boots