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Rules guide · Sorcery

Urza's GuiltHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Planeshift· February 5, 2001
Carte Magic Urza's Guilt

Urza's Guilt 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 draws two cards, then discards three cards, then loses 4 life.

Complete guide

Urza's Guilt is a powerful sorcery from Magic's history that forces every player to cycle through their resources at a painful price. By mandating card draw, discard, and life loss all in one go, it disrupts opponents' hands while potentially setting up your own graveyard for future plays. This card is a symmetrical effect that can swing the game's momentum by taxing everyone's life totals and hand sizes simultaneously.

Breaking Down the Effect

Urza's Guilt performs three distinct actions in the order written on the card. First, every player draws two cards. Immediately after, every player must discard three cards. Finally, every player loses 4 life. Because these actions happen during the resolution of a single spell, no player can cast spells or activate abilities between the drawing, discarding, and life loss steps.

Resolution Step-by-Step

When Urza's Guilt resolves, the active player draws two cards, then each other player in turn order draws two cards. Next, the active player chooses and discards three cards, followed by each other player in turn order. If a player has fewer than three cards after the draw, they simply discard their entire hand. Finally, every player loses 4 life simultaneously. Any abilities that trigger during this process (such as 'whenever a player draws a card') are put onto the stack only after the entire spell has finished resolving.

Common Pitfalls

A common mistake is forgetting the net loss of cards. Since you draw two but discard three, every player ends up with one fewer card in their hand than they started with. Additionally, the life loss is not damage; it cannot be prevented by effects that prevent damage. It is also important to remember that players with empty hands still lose the 4 life, as the instructions are not contingent on whether cards were actually discarded.

Strategic Timing

Urza's Guilt is most effective when you want to fill your graveyard or when your opponents are low on life. Since it forces a discard of three cards, it is an excellent way to bin large creatures for reanimation. It can also serve as a finisher if all opponents are at 4 or less life, regardless of their board state.

Interaction examples

Setting Up Reanimation

You cast Urza's Guilt, drawing two cards and then discarding two high-cost creatures plus one other card. After losing 4 life, you now have the targets needed in your graveyard to cast Victimize on your next turn, sacrificing a small creature to bring back the two powerful threats you just discarded.

Managing Life Totals

If you are planning to sweep the board with Toxic Deluge, be careful with Urza's Guilt. Since Urza's Guilt forces you to lose 4 life, you might not have enough life left to pay the 'X' cost required for Toxic Deluge to kill large creatures. Always calculate your remaining life total before committing to the Guilt.

Hand Depletion

If your opponent has only one card in hand, you cast Urza's Guilt. They draw two cards (totaling three), then they must discard three cards, leaving them with an empty hand. They then lose 4 life. You have effectively stripped their remaining resources while dealing significant damage.

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

How it works : Urza's Guilt

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacyvintagepennycommanderoathbreakerduelpremodernpredh
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