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Rules guide · Sorcery

TrembleHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Odyssey· October 1, 2001
Carte Magic Tremble

Tremble 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

Each player sacrifices a land of their choice.

Complete guide

Tremble is a classic red sorcery that forces a symmetrical land sacrifice across the battlefield. While its effect seems simple, it can be a devastating tool for disrupting your opponent's resource development early in the game.

Symmetrical Sacrifice

When Tremble resolves, every player in the game must choose one land they control and sacrifice it. Because the spell does not target, it bypasses keywords like Hexproof or Indestructible. You cannot respond to the choice of land once the spell begins resolving; players must make their decisions in turn order starting with the active player.

Step-by-Step Resolution

First, the active player (the player whose turn it is) chooses a land they control. Then, each other player in turn order chooses a land they control. Once all choices are made, all selected lands are sacrificed simultaneously. This ensures that no player can see what their opponent chooses before making their own selection if they are the active player.

Strategic Timing

Tremble is most effective when you have fewer lands than your opponent or when your deck is designed to operate on low resources. Since it costs only two mana, it can catch an opponent off guard if they kept a hand with limited land count, potentially color-screwing them or preventing them from reaching their high-cost finishers.

Common Misconceptions

A common mistake is thinking you can choose which land your opponent sacrifices. The Oracle text specifies it is a 'land of their choice.' Additionally, players cannot choose to sacrifice nothing if they control at least one land; they must select a valid permanent to satisfy the effect.

Interaction examples

Early Game Disruption

On turn two, you cast Tremble. You sacrifice your second Mountain, and your opponent is forced to sacrifice their only Forest. This leaves them with no mana sources, effectively resetting their board while you prepare to play your next land on turn three.

Resource Management

You cast Faithless Looting to draw two cards and discard two extra lands you don't need. Next, you cast Tremble. Since you already have the cards you need in hand and have managed your resources, losing one land hurts you significantly less than it hurts an opponent who is struggling to find their third or fourth mana source.

Clearing the Path

Against an artifact-heavy deck, you use Vandalblast to destroy their mana rocks. With their non-land mana gone, you follow up with Tremble. By forcing the sacrifice of a land, you further choke their mana production, making it nearly impossible for them to cast spells for several turns.

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

How it works : Tremble

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacypaupervintagecommanderoathbreakerpaupercommanderduelpremodernpredhtlr
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