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Rules guide · Sorcery

Wrath of LeknifHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Mystery Booster 2· August 2, 2024
Carte Magic Wrath of Leknif

Wrath of Leknif 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.

01

Official card text

Destroy all creatures. They can't be regenerated. Untap up to four lands you control.

Complete guide

Wrath of Leknif is a powerful playtest sorcery that combines a devastating board clear with a significant tempo boost. It offers a unique twist on the classic board wipe by allowing you to reclaim your mana immediately after clearing the field. As a playtest card, it is designed for casual play and specific limited environments like Mystery Booster.

What It Does

This spell serves two primary functions: it destroys every creature currently on the battlefield and then untaps up to four lands you control. Crucially, the 'can't be regenerated' clause ensures that even creatures with regeneration shields or abilities are sent to the graveyard. The land untap effect happens as part of the spell's resolution, effectively making the spell cost zero mana—or even providing a mana advantage—if you have the right lands available.

Resolution Step-by-Step

First, the spell checks for all creatures on the battlefield. All creatures are destroyed simultaneously; any 'when this creature dies' triggers go on the stack after the spell finishes resolving. Second, the regeneration prevention effect applies, so no player can use regeneration abilities to save their creatures. Finally, you choose up to four lands you control and untap them. Note that you can choose fewer than four lands if you wish, or zero, though you will usually want to untap as many as possible.

Common Mistakes

A common error is forgetting that the lands untap after the creatures are destroyed. This means you cannot use the untapped lands to pay for the cost of Wrath of Leknif itself, but you can use them for spells later in the same turn. Additionally, remember that Indestructible creatures are not affected by 'destroy' effects, even if regeneration is prevented. Only 'destroy' effects are stopped from being replaced by regeneration shields.

When to Play It

Because this spell untaps your lands, it is best played during your pre-combat main phase when you have other spells to cast. By untapping four lands, you can immediately follow up with a threat or leave mana open for counterspells and interaction during your opponent's turn. It is particularly effective in control decks that need to wipe the board while maintaining the ability to respond to new threats.

Interaction examples

Clearing the Path for a Fresh Hand

After casting Wrath of Leknif to destroy all creatures and untapping four lands, you use that newly available mana to cast Windfall. This allows you to reset the board and refresh your hand in a single turn, often leaving you with more resources than your opponents who just lost their creature presence.

Restoring the Board State

You cast Wrath of Leknif, destroying all creatures and untapping four lands. With the mana you just recovered, you cast Sevinne's Reclamation to bring back a key permanent card with mana value 3 or less from your graveyard that might have been destroyed or discarded earlier. This combo allows you to clear the opponent's board while immediately rebuilding your own.

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

How it works : Wrath of Leknif

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

    No other card is named in this ruling.

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