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Rules guide · Sorcery

Wrath of the SkiesHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Modern Horizons 3· June 14, 2024
Carte Magic Wrath of the Skies

Wrath of the Skies 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

You get X {E} (energy counters), then you may pay any amount of {E}. Destroy each artifact, creature, and enchantment with mana value less than or equal to the amount of {E} paid this way.

Complete guide

Wrath of the Skies is a powerful board wipe that scales with the amount of energy you are willing to spend. It offers incredible flexibility, allowing you to clean up tokens for a low cost or wipe the entire board by tapping into your stored energy reserves.

Energy and Destruction

When you cast Wrath of the Skies, you first choose a value for X. Upon resolution, you receive X energy counters (denoted by the symbol {E}). These counters are placed on you, the player, rather than any specific permanent. Immediately after receiving these counters, the spell gives you the choice to pay any amount of energy counters you currently possess. The game then checks the mana value of every artifact, creature, and enchantment on the battlefield; any that have a mana value less than or equal to the total energy you just paid are destroyed.

Resolution Step-by-Step

First, the spell resolves and you add X energy counters to your total. Second, you choose how much energy to pay from your total pool—this can include energy you already had before the spell was cast. Third, the destruction happens simultaneously for all eligible permanents. Note that you cannot pay more energy than you actually have in your pool. If you choose to pay zero energy, the spell will still destroy all artifacts, creatures, and enchantments with a mana value of 0, such as tokens or land creatures.

Common Mistakes

A frequent point of confusion involves permanents with {X} in their mana cost; on the battlefield, the X in a permanent's cost is always treated as 0 when calculating its mana value. Additionally, remember that energy counters are not mana; they do not disappear when phases or turns end. You also cannot pay the energy cost multiple times to trigger the effect again; you make a single payment choice as the spell resolves. Finally, if the spell is countered or fails to resolve, you will not receive any energy counters at all.

Strategic Timing

This card is best used in decks that can generate energy through other means, allowing you to cast Wrath of the Skies for a small X value while still paying a large amount of energy to clear the board. Because it hits artifacts and enchantments in addition to creatures, it serves as a comprehensive answer to varied threats. It is particularly effective against aggressive decks that rely on low-cost permanents and tokens.

Interaction examples

Clearing the Tokens

You cast Wrath of the Skies where X is 0, paying just two White mana. Upon resolution, you get 0 energy counters. You then choose to pay 0 energy. All artifacts, creatures, and enchantments with a mana value of 0 (such as Treasure tokens or 0-cost creatures) are destroyed.

Scaling with Stored Energy

You have 2 energy counters already stored from previous turns. You cast Wrath of the Skies for X=1, paying a total of three mana. You get 1 energy counter, bringing your total to 3. You choose to pay all 3 energy. Every artifact, creature, and enchantment with mana value 3 or less is destroyed.

Interacting with Mana Costs

If your opponent has a Sevinne's Reclamation in their graveyard, you might want to destroy their 3-mana permanents before they can be returned. You cast Wrath of the Skies for X=3. You receive 3 energy and pay them immediately. This destroys all eligible permanents with mana value 3, 2, 1, and 0.

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

How it works : Wrath of the Skies

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Choosing not to pay any {E} will have the same result as choosing to pay zero {E}. In either of these cases, each artifact, creature, and enchantment with a mana value of 0 will be destroyed.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a permanent on the battlefield has {X} in its mana cost, X is 0 when determining its mana value.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    {E} is the energy symbol. It represents one energy counter.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

    No other card is named in this ruling.

Related cards and tokens

02

Legal formats

historictimelessgladiatormodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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