Will of the Mardu 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
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls. • Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Complete guide
Will of the Mardu is a powerful white instant that scales with the size of armies on the battlefield. It rewards players who lead with their commanders by offering multiple tactical options to flood the board and eliminate threats simultaneously. Whether you are looking for a defensive wall or a lethal strike, this spell adapts to your board state.
Choosing Your Path
When you cast Will of the Mardu, you must first check if you control a commander. This doesn't have to be your own commander; any creature with the commander trait under your control counts. If you do, you may choose both modes. If not, you choose one. Because this check happens during the announcement of the spell, opponents cannot respond by removing your commander to limit your choices once you begin the casting process.
Resolution Breakdown
The spell follows the order printed on the card. First, if the token mode was chosen, you count the number of creatures target player controls at that specific moment and create that many 1/1 red Warrior tokens. Second, if the damage mode was chosen, the spell counts the number of creatures you control—including any tokens just created by the first mode—and deals that much damage to the target creature.
Strategic Considerations
A common mistake is forgetting that the targets for both modes must be legal when you cast the spell. If you choose both modes, you need a target player for the tokens and a target creature for the damage. If one target becomes illegal before resolution (for example, if the target creature gains Hexproof), that specific part of the spell fails, but the other mode will still resolve if its target is still valid.
When to Strike
This spell is most effective when your opponent has a large board. Since the number of tokens you generate is tied to an opponent's creature count, you can use it to instantly build a superior army. It also functions as a surprise blocker or a way to turn your existing small creatures into a massive damage-dealing blow to an opponent's boss monster.
Interaction examples
If you control your commander and an opponent controls four creatures, you can choose both modes. First, you create four 1/1 red Warrior tokens. If you started with three creatures (including your commander), you now control seven creatures. Will of the Mardu then deals 7 damage to the target creature.
If you target an opponent with the first mode of Will of the Mardu and they cast Teferi's Protection in response, their permanents phase out. When Will of the Mardu tries to resolve, it checks the target player's creature count. Since their creatures no longer exist on the battlefield, you will create zero Warrior tokens.
Suppose you choose both modes, targeting an opponent's dragon for the damage. If that opponent uses Generous Gift to destroy their own dragon in response, the damage mode of Will of the Mardu will have no legal target and will not deal damage. However, you will still create the Warrior tokens based on the number of creatures that player controls.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Will of the Mardu
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The commander you control doesn’t have to be your commander.
No other card is named in this ruling.
- #2· Wizards of the Coast
Once you’ve announced that you’re casting this spell, players can’t take any actions until you’ve finished doing so. Notably, opponents can’t try to remove your commander to change how many modes you may choose.
No other card is named in this ruling.
- #3· Wizards of the Coast
Whether or not you control a commander is determined only once, as you choose the modes for this spell. If you somehow lose control of that commander before you finish casting the spell (perhaps because you sacrifice it to activate a mana ability), it won’t change the number of modes chosen.
No other card is named in this ruling.
Related cards and tokens
Legal formats
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Meta decks with Will of the Mardu
No archived Top 8 deck with this card yet.



Will of the Mardu
Warrior
Teferi's Protection
Generous Gift