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Tomb BladeHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Warhammer 40,000 Commander· October 7, 2022
Carte Magic Tomb Blade

Tomb Blade 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

Flying Whenever this creature deals combat damage to a player, that player loses life equal to the number of creatures they control unless they sacrifice a creature of their choice. Unearth {6}{B}{B}

Complete guide

Tomb Blade is a terrifying Necron flyer that forces your opponents into an impossible choice between their life total and their board state. This mechanical predator excels at punishing players who build wide armies of creatures by presenting a recurring threat from the graveyard via its Unearth ability.

Precision Strikes and Heavy Penalties

Tomb Blade features a triggered ability that triggers whenever it deals combat damage to a player. Upon resolution, that player must choose between two options: sacrificing a creature they control or losing life equal to the total number of creatures they currently control. Because the choice is made by the defending player during resolution, you cannot force a specific outcome; however, if they have no creatures to sacrifice, they must lose the life.

Rising from the Stasis Tomb

The Unearth keyword allows Tomb Blade to return from your graveyard for one final assault. When you pay its Unearth cost, it returns to the battlefield with haste and is exiled at the beginning of the next end step or if it would leave the battlefield for any other reason. Note that Unearth is an activated ability, not a spell, meaning it cannot be countered by traditional counterspells like Cancel but can be stopped by effects that target abilities.

Common Mistakes to Avoid

A common misconception is that the life loss is calculated based on creatures you control, but it actually counts the creatures controlled by the player who took the damage. Additionally, if Tomb Blade is removed from your graveyard in response to you activating its Unearth ability, the ability will resolve but do nothing. Finally, remember that if an Unearthed Tomb Blade is blinked or flickered, the replacement effect will exile it, but if the effect returns it to the battlefield, it returns as a new object no longer bound by the Unearth exile clause.

Tactical Timing

Because Tomb Blade has Flying, it is an excellent tool for bypassing ground defenses to trigger its effect. It is best played against decks that maintain a high creature count, as the threat of losing 5, 10, or more life usually forces a player to sacrifice their most valuable utility creature or blocker to survive.

Interaction examples

Devotion and Drains

If you have Gray Merchant of Asphodel on the battlefield, Tomb Blade contributes two black pips to your devotion. When Tomb Blade attacks and deals damage, it creates a 'lose-lose' situation: if the opponent sacrifices a creature to avoid life loss, they weaken their board, making your future Gray Merchant triggers even more impactful as their defenses crumble.

Double Punishments with Syr Konrad

Syr Konrad, the Grim creates powerful synergy with both halves of Tomb Blade. When you activate Unearth to bring Tomb Blade back, it leaves the graveyard, triggering Syr Konrad to deal 1 damage to each opponent. Later, if the opponent chooses to sacrifice a creature to Tomb Blade's combat damage trigger, Syr Konrad triggers again as that creature dies, dealing another point of damage.

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

How it works : Tomb Blade

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will resolve and do nothing.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Activating a permanent card's unearth ability isn't the same as casting it as a spell. The unearth ability is put on the stack, but the card is not. Spells and abilities that interact with activated abilities (such as Stifle) will interact with unearth, but spells and abilities that interact with spells (such as Cancel) will not.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If a permanent returned to the battlefield by an unearth ability would leave it for any reason, it's exiled instead—unless the spell or ability that's causing it to leave the battlefield is actually trying to exile it. In that case, the spell or ability succeeds at exiling the permanent. If the spell or ability later returns the card to the battlefield, it will return as a new object with no relation to its previous existence. The unearth effect will no longer apply to it.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    At the beginning of the end step, a permanent returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects that counter triggered abilities. If the ability is countered, the permanent will stay on the battlefield and the delayed trigger won't trigger again. However, the replacement effect will still exile it if it eventually leaves the battlefield.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Unearth grants haste to the permanent that's returned to the battlefield. However, neither of the "exile" abilities is granted to that permanent. If that creature loses all its abilities, it will still be exiled at the beginning of the end step, and if it would leave the battlefield, it is still exiled instead.

    No other card is named in this ruling.

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Legal formats

legacyvintagecommanderoathbreakerduel
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