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Rules guide · Sorcery

Walk the PlankHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Ixalan· September 29, 2017
Carte Magic Walk the Plank

Walk the Plank 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

Destroy target non-Merfolk creature.

Complete guide

Walk the Plank is a flavorful and efficient removal spell designed for decks that can afford its specific mana requirements. As a two-mana sorcery, it offers a powerful way to clear the board of major threats, provided they don't have fins. Understanding its targeting restrictions is the key to successfully navigating combat.

What Walk the Plank Does

Walk the Plank is a black sorcery that costs two black mana. Its effect is simple but narrow: it destroys a target creature, as long as that creature does not have the Merfolk subtype. It is an effective tool for Midrange or Control decks that need to remove large blockers or utility creatures early in the game.

How it Resolves Step by Step

First, you cast the spell by paying two black mana and choosing a legal target, which must be a creature that is not a Merfolk. Upon resolution, the game checks if the target is still legal. If the creature has gained the Merfolk type or left the battlefield in response, the spell fails to resolve. If the target is still a non-Merfolk creature, it is destroyed and put into its owner's graveyard.

Common Mistakes

The most common error is attempting to target a creature that has multiple types if one of those types is Merfolk; if a creature is a 'Merfolk Wizard,' it is not a legal target. Additionally, remember that Walk the Plank is a sorcery. Unlike instant-speed removal, you cannot use this during your opponent's turn or in response to an attack declaration.

When to Play It

This card is best utilized in the early to mid-game to remove high-value targets that your opponent has spent significant resources on. Because it only costs two mana, it allows you to remove a threat and still have mana available to progress your own board state or hold up other interaction.

Interaction examples

Recovering a Fallen Threat

You cast Walk the Plank to destroy an opponent's non-Merfolk creature, sending it to the graveyard. On your next turn, or later in the same turn, you cast Reanimate targeting that same creature. The creature enters the battlefield under your control, and you lose life equal to its mana value.

Hunting for Answers

If your opponent controls a dangerous non-Merfolk creature but you do not have an answer in hand, you cast Demonic Tutor. You search your library for Walk the Plank and put it into your hand. You then cast Walk the Plank to destroy the creature, effectively using your deck's consistency to solve the board state.

Basic Removal

You target an opponent's creature that does not have the Merfolk type. As the spell resolves, the creature is destroyed and moves to the graveyard. This is a straightforward 1-for-1 trade that uses only two mana.

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

How it works : Walk the Plank

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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