Y'shtola Rhul 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
At the beginning of your end step, exile target creature you control, then return it to the battlefield under its owner's control. Then if it's the first end step of the turn, there is an additional end step after this step.
Complete guide
Y'shtola Rhul is a powerful legendary creature that manipulates the very flow of time in your final moments of the turn. By blinking your own creatures and creating extra end steps, she provides a way to double your triggers and protect your board. Mastering her timing is essential to maximizing the value of your most potent artifacts and creatures.
Blinking and Time Dilation
At the beginning of your end step, Y'shtola Rhul targets a creature you control to be exiled and returned. This 'blink' effect resets the creature, causing it to enter the battlefield as a new object. If this happens during the very first end step of the turn, she generates a second end step immediately following the current one, allowing for repeated effects.
Resolution Step-by-Step
When your end step begins, Y'shtola Rhul's ability goes on the stack. First, you choose a target creature you control. Upon resolution, that creature is exiled and immediately returns to the battlefield under its owner's control. The game then checks if this is the first end step of the turn; if it is, the additional end step is scheduled. Note that if the target creature is removed in response, the entire ability fails, and no extra end step is created.
Understanding the Cleanup Step
A common mistake is assuming that 'until end of turn' effects expire or damage is removed between the two end steps. This is not the case. The cleanup step, where damage is cleared and temporary buffs wear off, only occurs once per turn, after all end steps have concluded. Any ability that triggers 'at the beginning of the end step' will trigger twice: once in the first step and once in the second.
When to Play Y'shtola Rhul
You should play Y'shtola Rhul when you have high-impact 'Enter the Battlefield' abilities or other triggers that occur at the end of the turn. Since she costs six mana, ensure you have a board presence that benefits from being blinked, or use the second end step to double your resource generation before the cleanup phase begins.
Interaction examples
If you have Hullbreaker Horror on the battlefield, you can target it with Y'shtola Rhul's ability. During your first end step, the Horror is exiled and returned. Because Y'shtola Rhul creates a second end step, the Horror will be back on the battlefield and ready to use its flash-cast triggers to bounce spells or permanents if you cast an instant during that second end step.
When Y'shtola Rhul blinks Psychosis Crawler, it leaves and returns as a new object. Its power and toughness will immediately update based on your current hand size. While the Crawler itself doesn't have an end-step trigger, the fact that Y'shtola Rhul creates an additional end step gives you an extra window to cast card-draw spells to trigger the Crawler's life-loss ability before the turn finally concludes.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Y'shtola Rhul
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Abilities that trigger "at the beginning of [your/the] end step" will trigger at the beginning of each of your additional end steps as well.
No other card is named in this ruling.
- #2· Wizards of the Coast
If a permanent with an ability that triggers "at the beginning of the end step" enters during your first end step, that ability won't trigger during that end step, but it will trigger during your second end step. Likewise, if a delayed triggered ability that triggers "at the beginning of the next end step" is created during your first end step, that ability will trigger during your second end step.
No other card is named in this ruling.
- #3· Wizards of the Coast
If the target creature is an illegal target as Y'shtola Rhul's ability tries to resolve, it won't resolve and none of its effects will happen. There won't be an additional end step.
No other card is named in this ruling.
- #4· Wizards of the Coast
Additional end steps don't come with any other additional steps (such as cleanup). Damage marked on permanents won't be removed until you actually get to the cleanup step (which will happen after your second end step), and "until end of turn" and "this turn" effects won't end until the cleanup step either.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
The Legend of Kuruk // Avatar Kuruk + Spark Double + Y'shtola Rhul
- 1Activate Spark Double using Avatar Kuruk's ability by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, Y'shtola Rhul triggers, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- 3Repeat each turn.
The Legend of Kuruk // Avatar Kuruk + Y'shtola Rhul + Chameleon, Master of Disguise
- 1Activate Chameleon using Avatar Kuruk's ability by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, Y'shtola Rhul triggers, blinking Chameleon. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- 3Repeat each turn.
The Legend of Kuruk // Avatar Kuruk + Sakashima of a Thousand Faces + Y'shtola Rhul
- 1Activate Sakashima of a Thousand Faces using Avatar Kuruk's ability by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, Y'shtola Rhul triggers, blinking Sakashima of a Thousand Faces. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- 3Repeat each turn.
The Legend of Kuruk // Avatar Kuruk + Sakashima the Impostor + Y'shtola Rhul
- 1Activate Sakashima the Impostor using Avatar Kuruk's ability by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, Y'shtola Rhul triggers, blinking Sakashima the Impostor. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- 3Repeat each turn.
The Legend of Kuruk // Avatar Kuruk + Auton Soldier + Y'shtola Rhul
- 1Activate Auton Soldier using Avatar Kuruk's ability by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, Y'shtola Rhul triggers, blinking Auton Soldier. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- 3Repeat each turn.
The Legend of Kuruk // Avatar Kuruk + Y'shtola Rhul + Lulu, Stern Guardian
- 1Activate Avatar Kuruk by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, Y'shtola Rhul triggers, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk with a lore counter on it.
- 3The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card.
- 4Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting a lore counter on it. Its second chapter ability then triggers, causing you to scry 2 and draw a card.
- 5Activate Lulu by paying
, causing you to proliferate and put a lore counter on The Legend of Kuruk.
- 6The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk.
- 7Repeat.
Niko, Light of Hope + Timestream Navigator + Y'shtola Rhul
- 1Activate Niko by paying
and tapping it, exiling Timestream Navigator and causing Shards you control to become a copy of Timestream Navigator until the end step.
- 2Activate a Shard by paying
, tapping it and putting it from the battlefield onto the bottom of your library, causing you to take an extra turn after this one.
- 3At the beginning of the next end step, Timestream Navigator is returned from exile to the battlefield. Y'shtola Rhul then triggers, blinking Niko.
- 4When Niko enters, it triggers, creating two Shard tokens.
- 5Repeat each turn.
Plea for Power + Illusion of Choice + Scholar of the Ages + Y'shtola Rhul
- 1Cast Illusion of Choice by paying
, allowing you to decide how each player votes this turn and causing you to draw a a card.
- 2Cast Plea for Power by paying
, choosing all votes to be for time, causing you to take an extra turn after this one.
- 3At the beginning of your end step, Y'shtola Rhul triggers, blinking Scholar of the Ages.
- 4When Scholar of the Ages enters the battlefield, it triggers, returning Illusion of Choice and Plea for Power from your graveyard to your hand.
- 5Repeat each turn.
Legal formats
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Meta decks with Y'shtola Rhul
No archived Top 8 deck with this card yet.



Hullbreaker Horror
Psychosis Crawler









