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Rules guide · Instant

The EndHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Wilds of Eldraine· September 8, 2023
Carte Magic The End

The End 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 costs {2} less to cast if your life total is 5 or less. Exile target creature or planeswalker. Search its controller's graveyard, hand, and library for any number of cards with the same name as that permanent and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.

Complete guide

The End is a powerful black removal spell designed to not only eliminate a threat but to strip every copy of it from your opponent's game entirely. It serves as a definitive answer to key combo pieces and recurring threats that plague the battlefield. When your back is against the wall, this spell becomes even more efficient, helping you turn the tide of a losing game.

What It Does

The End targets a single creature or planeswalker and exiles it. Immediately after, you get to look through that permanent's controller's graveyard, hand, and library to find any other cards with the exact same name and exile those as well. Because this effect searches multiple hidden zones, it effectively erases that specific card from your opponent's deck for the remainder of the match.

How It Resolves Step by Step

First, the targeted permanent is moved to the exile zone. Second, you search the controller's library, hand, and graveyard for cards with the same name; you can choose to exile 'any number' of them, though usually, you will choose all of them. Third, the player shuffles their library if it was searched. Finally, that player draws one card for each card that was removed specifically from their hand, ensuring they don't lose card advantage even if they lose their threats.

Common Mistakes

A frequent misunderstanding involves the cost reduction: even if you pay only {B}{B} because your life is 5 or less, the mana value remains 4. Additionally, if you target a token or the back face of a double-faced card (like a transformed permanent), the search effect usually fails to find more copies because cards in the library or hand only have the characteristics of their front face.

When to Play It

The End is best saved for 'engine' cards or legendary threats that your opponent relies on to win. Since it is an instant, you can cast it in response to an attack or a combo attempt. If you are playing a high-risk strategy with cards that lower your own life total, you can purposefully drop to 5 life to hold up this powerful interaction for just two mana.

Interaction examples

Ending the Dragon Spirit

If you cast The End on Atsushi, the Blazing Sky, the dragon is exiled. Because Atsushi was exiled rather than dying, its 'when this creature dies' ability does not trigger, denying the opponent the Treasure tokens or the ability to play cards from their library. You then exile all other copies of Atsushi from their deck.

Removing the Engine

When an opponent controls Prosper, Tome-Bound, they gain massive value from playing cards from exile. By casting The End on Prosper, you remove the current threat and ensure they cannot draw into or cast another Prosper for the rest of the game, effectively shutting down their Pact Boon treasure generation.

The Low Life Discount

Suppose you use Pyrohemia to deal damage to everyone, bringing your own life total down to 4. You can now cast The End for only {B}{B}. You target a problematic creature; even if your opponent has more copies in hand, they will draw cards to replace the ones you exiled from their hand, but their library will be stripped of those threats.

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

How it works : The End

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The cost-reduction ability of The End doesn't change its mana cost or mana value, only the total cost you pay. Specifically, the mana value of The End is always 4.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the permanent that's exiled was the back face of a double-faced card, you will not be able to exile any additional cards, because those cards have only their front-face characteristics (including name) in the graveyard, hand, and library.

    No other card is named in this ruling.

02

Interactions with other cards

These cards' text mentions The End.

Underworld Breach
Underworld Breach

Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) At the beginning of the end step, sacrifice this enchantment.

Light Up the Stage
Light Up the Stage

Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Atsushi, the Blazing Sky
Atsushi, the Blazing Sky

Flying, trample When Atsushi dies, choose one — • Exile the top two cards of your library. Until the end of your next turn, you may play those cards. • Create three Treasure tokens.

Treasure Nabber
Treasure Nabber

Whenever an opponent taps an artifact for mana, gain control of that artifact until the end of your next turn.

Single Combat
Single Combat

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.

Electroduplicate
Electroduplicate

Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token." Flashback {2}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Reckless Impulse
Reckless Impulse

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Wrenn's Resolve
Wrenn's Resolve

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Prosper, Tome-Bound
Prosper, Tome-Bound

Deathtouch Mystic Arcanum — At the beginning of your end step, exile the top card of your library. Until the end of your next turn, you may play that card. Pact Boon — Whenever you play a card from exile, create a Treasure token.

Escape to the Wilds
Escape to the Wilds

Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn. You may play an additional land this turn.

Pyrohemia
Pyrohemia

At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment. {R}: This enchantment deals 1 damage to each creature and each player.

Bloodsoaked Insight // Sanguine Morass
Bloodsoaked Insight // Sanguine Morass

This spell costs {1} less to cast for each 1 life your opponents have lost this turn. Target opponent exiles the top three cards of their library. Until the end of your next turn, you may play those cards. If you cast a spell this way, mana of any type can be spent to cast it. This land enters tapped. {T}: Add {B} or {R}.

03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlduel
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