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Rules guide · Enchantment

The War in HeavenHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Warhammer 40,000 Commander· October 7, 2022
Carte Magic The War in Heaven

The War in Heaven 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

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You draw three cards and you lose 3 life. II — Mill three cards. III — Choose up to three target creature cards with total mana value 8 or less in your graveyard. Return each of them to the battlefield with a necrodermis counter on it. They're artifacts in addition to their other types.

Complete guide

The War in Heaven is a powerful black Saga that perfectly encapsulates the Necron theme of ancient power and inevitable rebirth. This enchantment provides card advantage, sets up your graveyard, and ultimately culminates in a massive reanimation effect that turns your fallen creatures into metallic horrors.

Drawing and Milling

The first two chapters of The War in Heaven focus on resource management. Chapter I allows you to draw three cards at the cost of 3 life, ensuring your hand is full. Chapter II then mills three cards, fueling your graveyard with potential targets for the final chapter. Note that the life loss in Chapter I is mandatory and happens simultaneously with the draw.

Resolving the Final Chapter

Chapter III is a complex reanimation ability. You must choose up to three target creature cards in your graveyard whose total mana value does not exceed 8. When this ability resolves, those creatures enter the battlefield with necrodermis counters, which makes them artifacts in addition to their other types. If a creature in your graveyard has {X} in its mana cost, X is treated as 0 when calculating the total mana value.

Common Mistakes

A common error is miscalculating the total mana value for Chapter III. You cannot exceed 8 in total; for example, you could pick two 4-mana creatures or one 8-mana creature, but not three 3-mana creatures (totaling 9). Additionally, remember that the necrodermis counter provides the artifact typing, but removing the counter does not remove the artifact status, as the effect is tied to the resolution of the ability.

Strategic Timing

Since Sagas progress after your draw step, you can plan your turn around the upcoming Chapter. If you know Chapter III is coming next turn, use your current turn to discard or trade off creatures to ensure you have the best possible targets waiting in the graveyard.

Interaction examples

The Life Loss Loop

When Chapter I of The War in Heaven resolves, you lose 3 life and draw three cards. This life loss triggers Exquisite Blood, causing an opponent to lose 3 life. This is a great way to mitigate the drawback of the Saga's first chapter.

Sanguine Synergies

If you have Sanguine Bond on the battlefield when Chapter I resolves, nothing happens regarding the Bond. Since Chapter I causes you to lose life rather than gain it, Sanguine Bond will not trigger. You must find a way to gain life separately to utilize that enchantment's ability.

Reanimation Math

When Chapter III triggers, you look at your graveyard. You choose a creature with mana value 5 and another with mana value 3. Their total is 8, which is legal. Both enter the battlefield as artifacts in addition to their other types, each receiving a necrodermis counter.

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

How it works : The War in Heaven

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a card in your graveyard has an {X} in its cost, X is zero.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduel
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