Wild Slash 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
Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to any target.
Complete guide
Wild Slash is a high-impact red instant that offers more than just simple burn. By utilizing the Ferocious mechanic, it can bypass protective shields and ensure your damage hits home. Whether you are clearing a path or finishing an opponent, this card is a staple for aggressive strategies.
Understanding the Ferocious Bonus
Wild Slash deals 2 damage to any target, but its Ferocious ability adds a powerful layer. If you control a creature with power 4 or greater as the spell resolves, damage cannot be prevented for the entire turn. This effect is global, meaning it applies to the damage dealt by Wild Slash itself and any other source of damage that follows.
Resolution Step-by-Step
When you cast Wild Slash, you choose your target. As the spell begins to resolve, the game checks if you control a creature with power 4 or greater. If you do, the 'damage can't be prevented' clause becomes active for the rest of the turn. Then, Wild Slash deals its 2 damage. If you lose your large creature after the spell resolves, the 'can't be prevented' effect remains in place until the end of the turn.
Common Pitfalls
A common mistake is thinking the Ferocious check happens when you cast the spell; it actually happens during resolution. If your opponent removes your only 4-power creature in response to Wild Slash, the Ferocious ability will not trigger. Additionally, remember that this effect stops all damage prevention, including protection from colors or specific spells like Fog.
Strategic Timing
Wild Slash is best used at the start of your combat phase or in response to a protection spell. Because it lasts for the whole turn, casting it early ensures that all subsequent combat damage or burn spells like Lightning Bolt cannot be mitigated by your opponent's defensive abilities.
Interaction examples
If your opponent has a way to prevent damage, you can cast Wild Slash first. If you control a 4-power creature, Wild Slash ensures that its own damage and the damage from a following Lightning Bolt cannot be prevented, regardless of any protection effects the opponent may have.
You can use Wild Slash to deal 2 damage to a small creature. Even if you don't have a 4-power creature for the Ferocious bonus, the spell still functions as an efficient removal tool, allowing you to save cards like Abrade for larger threats or artifacts later in the game.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Wild Slash
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Wild Slash's ferocious ability applies to all damage that would be dealt that turn, including the damage Wild Slash deals.
No other card is named in this ruling.
- #2· Wizards of the Coast
If you control a creature with power 4 or greater as Wild Slash resolves, the ferocious ability will apply. Damage dealt that turn can't be prevented, even if you no longer control a creature with power 4 or greater as that damage would be dealt.
No other card is named in this ruling.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Wild Slash
No archived Top 8 deck with this card yet.



Lightning Bolt
Abrade