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Rules guide · Sorcery

The Destruction of PraxisHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Star Trek· November 13, 2026
Carte Magic The Destruction of Praxis

The Destruction of Praxis 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

Strange new worlds — All creatures get -X/-X until end of turn, where X is the number of differently named lands you control. If X is 6 or more, create two 2/1 red Klingon Warrior creature tokens with haste.

Complete guide

The Destruction of Praxis is a powerful board wipe that rewards players for diversifying their mana base. By counting your uniquely named lands, this sorcery can decimate your opponents' forces while leaving you with a fresh offensive squad. It is a versatile tool for control decks that value high land variety.

Harnessing Land Diversity

This spell calculates the value of X based on how many lands you control with different names at the moment the spell resolves. Unlike cards that care about basic land types, The Destruction of Praxis looks at the actual printed name of the card. If you control a Swamp, a Blood Crypt, and a Takenuma, Abandoned Mire, X will be 3. If you control two Swamps, they only count as one unique name toward the total.

The Resolve Phase

When The Destruction of Praxis resolves, the game first checks the number of uniquely named lands you control. It then applies a -X/-X penalty to every creature currently on the battlefield. Finally, if X is 6 or more, you create two 2/1 red Klingon Warrior creature tokens. Because the tokens are created after the -X/-X effect is applied, they do not receive the penalty and are ready to attack immediately thanks to haste.

Strategic Implementation

Common mistakes often involve miscounting lands or timing. Remember that this effect does not target, so creatures with Hexproof or Shroud will still be affected by the -X/-X. However, if a creature enters the battlefield after the spell has finished resolving, it will not have the penalty. To maximize the 'Strange new worlds' ability, ensure you have at least six distinct land names to generate your tokens and pressure the opponent.

Interaction examples

Establishing Board Presence

If you control a Swamp, Mountain, Command Tower, Exotic Orchard, Reliquary Tower, and Bojuka Bog, X is 6. All creatures get -6/-6 until end of turn. Since X is at least 6, you then create two 2/1 red Klingon Warrior tokens. These tokens are unaffected by the debuff because they entered the battlefield after the -X/-X effect was established.

Comparing Board Wipes

Unlike Damnation, which destroys creatures, The Destruction of Praxis uses a toughness reduction. This means it can bypass Indestructible. While Damnation is a flat cost, The Destruction of Praxis scales with your land variety, potentially dealing with massive threats while providing you with two hasty attackers if your land count is diverse enough.

Managing the Graveyard

If you cast Living Death after The Destruction of Praxis, the creatures brought back from the graveyard will not have the -X/-X penalty, as it was a one-time effect that applied only to creatures on the battlefield when the sorcery resolved. Using Praxis first to clear the board and then Living Death to bring your own creatures back is a devastating sequence.

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

How it works : The Destruction of Praxis

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlduel
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