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Rules guide · Legendary Planeswalker

The Eternal WandererHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Phyrexia: All Will Be One· February 10, 2023
Carte Magic The Eternal Wanderer

The Eternal Wanderer 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

No more than one creature can attack The Eternal Wanderer each combat. +1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step. 0: Create a 2/2 white Samurai creature token with double strike. −4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.

Complete guide

The Eternal Wanderer is a versatile legendary planeswalker that commands the battlefield with unique defensive and offensive capabilities. Unlike many other planeswalkers, she lacks a specific subtype, making her immune to effects targeting specific planeswalker types while providing powerful board control.

Tactical Displacement and Crowded Boards

The Eternal Wanderer specializes in limiting combat and reshaping the board. Her passive ability ensures that no more than one creature can attack her during any single combat phase, forcing opponents to decide whether to hit your life total or try to chip away at her loyalty. Her first ability provides a long-term 'blink' effect, removing a threat or a utility piece until that player's next end step, while her ultimate offers a unique board wipe that bypasses hexproof and ward because it does not target.

Resolving the Abilities Step-by-Step

When using the +1 ability, you target an artifact or creature. The card is exiled immediately. It only returns at the beginning of the owner's next end step. If a token is targeted, it ceases to exist and never returns. When using the -4 ability, you do not target. Instead, as the ability resolves, you choose one creature for each player. Every other creature is then sacrificed simultaneously. Because this is a sacrifice effect and not destruction, 'indestructible' will not save creatures that weren't chosen.

Common Mistakes to Avoid

A frequent error involves the timing of the return for the +1 ability; if the permanent has an 'at the beginning of the end step' trigger, it will miss the window to trigger on the turn it returns. Additionally, remember that the -4 ability forces a sacrifice. Players often try to use Ward or Hexproof to protect their creatures, but since the ability text says 'choose' rather than 'target,' those keywords provide no protection against the Wanderer's judgment.

Strategic Deployment

Deploy The Eternal Wanderer when you need to stabilize against a wide board. Her ability to create a 2/2 Samurai with double strike provides a potent blocker or attacker immediately. She is particularly effective against 'Voltron' strategies, as her passive ability prevents a swarm from overwhelming her while she slowly picks apart the opponent's resources.

Interaction examples

Managing the Horde

If your opponent has three 1/1 Soldier tokens created by Elspeth, Sun's Champion, they can usually overwhelm a planeswalker. however, The Eternal Wanderer's passive ability restricts them to attacking her with only one token. On your turn, you can use the -4 ability to force your opponent to choose one Soldier and sacrifice the others, effectively neutralizing Elspeth's token generation.

Samurai Synergy

By using the 0 loyalty ability, you create a 2/2 white Samurai creature token with double strike. Because double strike allows the creature to deal both first-strike and regular combat damage, this single token is an excellent deterrent against the lone creature allowed to attack The Eternal Wanderer each turn.

Temporary Exile Mechanics

You use the +1 ability on an opponent's creature that has several +1/+1 counters on it. The creature is exiled and the counters cease to exist. At the beginning of that player's next end step, the creature returns to the battlefield as a new object with no counters, significantly weakening the threat.

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

How it works : The Eternal Wanderer

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The Eternal Wanderer does not have a planeswalker type.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    For the first loyalty ability, the exiled card will return to the battlefield at the beginning of that player's next end step even if The Eternal Wanderer is no longer on the battlefield at that time.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If the permanent that returns to the battlefield has any abilities that trigger at the beginning of the end step, those abilities won't trigger that turn.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. Once the exiled permanent returns, it's considered a new object with no relation to the object that it was.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a token is exiled this way, it will cease to exist and won't return to the battlefield.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    For the last loyalty ability, none of the chosen creatures are targets of the ability. You may choose creatures with hexproof, for example, and choosing a creature with ward will not cause the ward ability to trigger.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Teferi, Master of Time
+The Eternal Wanderer
+Deepglow Skate
#1

Teferi, Master of Time + The Eternal Wanderer + Deepglow Skate

Infinite turnsLock
  1. 1Activate The Eternal Wanderer's first loyalty ability by putting a loyalty counter on it, exiling Deepglow Skate until your end step.
  2. 2At the beginning of your end step, The Eternal Wanderer triggers, returning Deepglow Skate from exile to the battlefield.
  3. 3When Deepglow Skate enters the battlefield, it triggers, doubling the counters on Teferi.
  4. 4Activate Teferi's third loyalty ability by removing ten loyalty counters from it, causing you to take two extra turns after this one.
  5. 5Move to your first extra turn.
  6. 6Activate The Eternal Wanderer's first loyalty ability by putting a loyalty counter on it, exiling Deepglow Skate until your end step.
  7. 7Activate Teferi's first loyalty ability by putting a loyalty counter on it, causing you to loot.
  8. 8At the beginning of your end step, The Eternal Wanderer triggers, returning Deepglow Skate from exile to the battlefield.

Related cards and tokens

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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Official source