Vanishing 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.
Official card text
Enchant creature: Enchanted creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
How it works : Vanishing
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Emet-Selch, Unsundered // Hades, Sorcerer of Eld + Temporal Manipulation + Vanishing
- 1Cast Temporal Manipulation from your graveyard by paying its mana cost.
- 2Holding priority, activate Vanishing by paying
, phasing out Hades.
- 3Resolve Temporal Manipulation, causing you to take an extra turn after this one.
- 4During your extra turn, Hades phases in during your untap step.
- 5Repeat.
Emet-Selch, Unsundered // Hades, Sorcerer of Eld + Time Warp + Vanishing
- 1Cast Time Warp from your graveyard by paying its mana cost.
- 2Holding priority, activate Vanishing by paying
, phasing out Hades.
- 3Resolve Time Warp, causing you to take an extra turn after this one.
- 4During your extra turn, Hades phases in during your untap step.
- 5Repeat.
Emet-Selch, Unsundered // Hades, Sorcerer of Eld + Walk the Aeons + Vanishing
- 1Cast Walk the Aeons from your graveyard by paying its mana cost.
- 2Holding priority, activate Vanishing by paying
, phasing out Hades.
- 3Resolve Walk the Aeons, causing you to take an extra turn after this one.
- 4During your extra turn, Hades phases in during your untap step.
- 5Repeat.
Emet-Selch, Unsundered // Hades, Sorcerer of Eld + Capture of Jingzhou + Vanishing
- 1Cast Capture of Jingzhou from your graveyard by paying its mana cost.
- 2Holding priority, activate Vanishing by paying
, phasing out Hades.
- 3Resolve Capture of Jingzhou, causing you to take an extra turn after this one.
- 4During your extra turn, Hades phases in during your untap step.
- 5Repeat.
Emet-Selch, Unsundered // Hades, Sorcerer of Eld + Time Stretch + Vanishing
- 1Cast Time Stretch from your graveyard by paying its mana cost.
- 2Holding priority, activate Vanishing by paying
, phasing out Hades.
- 3Resolve Time Stretch, causing you to take two extra turns after this one.
- 4During your first extra turn, Hades phases in during your untap step.
- 5Repeat during your second extra turn.
Emet-Selch, Unsundered // Hades, Sorcerer of Eld + Notorious Throng + Vanishing
- 1Deal combat damage to an opponent using a Rogue.
- 2Cast Notorious Throng from your graveyard for its prowl cost by paying
.
- 3Holding priority, activate Vanishing by paying
, phasing out Hades.
- 4Resolve Notorious Throng, causing you to take an extra turn after this one.
- 5During your extra turn, Hades phases in during your untap step.
- 6Repeat.
Emet-Selch, Unsundered // Hades, Sorcerer of Eld + Time Walk + Vanishing
- 1Cast Time Walk from your graveyard by paying its mana cost.
- 2Holding priority, activate Vanishing by paying
, phasing out Hades.
- 3Resolve Time Walk, causing you to take an extra turn after this one.
- 4During your extra turn, Hades phases in during your untap step.
- 5Repeat.
Interactions with other cards
These cards' text mentions Vanishing.

Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

You may have this creature enter as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature enters, create four 1/1 green Squirrel creature tokens. Squirrels you control get +1/+1.

When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment for each creature that phased out this way. Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)

Vanishing 4 (This enchantment enters with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) At the beginning of your first main phase, draw a card.

Enchant permanent Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this Aura leaves the battlefield, enchanted permanent's controller sacrifices it.

Vanishing 12 (This enchantment enters with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever one or more time counters are removed from this enchantment, scry 1 and you gain 1 life. Then if this enchantment has no time counters on it, exile it. When you do, take an extra turn after this one.

Flying Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature dies, if it had no time counters on it, create two tokens that are copies of it.

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this token." II — Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.) III — Whenever a creature you control deals combat damage to a player this turn, time travel.

Vanishing 3 (This enchantment enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this enchantment enters and at the beginning of your first main phase, exile target creature an opponent controls until this enchantment leaves the battlefield.

Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle.

Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature enters or leaves the battlefield, return another target creature card from your graveyard to your hand.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Vanishing
No archived Top 8 deck with this card yet.











