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Mutual Destruction

Mutual Destruction

Sorcery

common

This spell has flash as long as you control a permanent with flash. As an additional cost to cast this spell, sacrifice a creature. Destroy target creature.

$0.14 ✦ $0.16View on Scryfall →

Semantic Tags

Specifically removes creatures — destroy, exile, damage, or -X/-X.

Emergevector

A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.119, “Emerge.”

Removalmechanical

Answers an opponent's threat by destroying, exiling, bouncing, or otherwise removing a permanent or spell.

Broadly benefits from sacrificing permanents — overlaps aristocrats but includes non-creature sacrifice.

Lets you sacrifice your own creatures or permanents for value. Key enabler for aristocrats strategies.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
pauperlegal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (1)

SetRarityTCGplayerCard KingdomCardmarket
Ikoria: Lair of Behemoths#96common···

Related Rules

702.119

Emerge

702.119a

Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s mana value.” Casting a spell using its emerge ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.

702.119b

Emerge from [quality] is a variant of emerge. “Emerge from [quality] [cost]” means “You may cast this spell by paying [cost] and sacrificing a [quality] permanent rather than paying its mana cost” and “If you pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed permanent’s mana value.”

702.119c

You choose which permanent to sacrifice as you choose to pay a spell’s emerge cost (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).

Rulings

2020-04-17

You must sacrifice exactly one creature to cast this spell; you cannot cast it without sacrificing a creature, and you cannot sacrifice additional creatures.

2020-04-17

The last time that the game checks whether you have permission to cast a spell is before costs are paid. If you sacrifice a creature with flash to cast Mutual Destruction and then have no other permanents with flash, you’ll legally finish casting Mutual Destruction even though it no longer has flash. In this case, abilities that trigger whenever you cast a spell with flash won’t trigger.

2020-04-17

Once you announce that you’re casting Mutual Destruction, players can’t try to remove your permanents with flash to make it lose flash until you’re done casting it. If it loses flash after it’s been cast, it will still resolve if able.