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Mandate of Peace
Instant
rare
Cast this spell only during combat. Your opponents can't cast spells this turn. End the combat phase. (Remove all attackers and blockers from combat. Exile all spells and abilities from the stack, including this spell.)
Semantic Tags
A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.85, “Cascade.”
An instant-speed spell that modifies combat — pump, protection, or removal during combat.
Prevents a spell or ability from resolving.
Prevents enter-the-battlefield triggers from resolving. Torpor Orb and friends. Shuts down blink and ETB value.
Takes extra combat phases for additional attacks and triggers.
A spell that prevents all combat damage for a turn.
Tax or prevent spellcasting — Rule of Law, Thalia, Sphere of Resistance.
Slows opponents down by taxing actions or restricting what they can do.
Slows opponents down by taxing actions or restricting what they can do.
A keyword ability that creates copies of a spell. See rule 702.40, “Storm.”
Storm count strategies — casting many spells in a single turn for storm triggers.
A keyword ability that provides an alternative way to play a card. See rule 702.62, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
Format Legality
Price history
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Printings (1)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Commander 2019#4 | rare | · | · | · |
Related Rules
If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.
A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.62, “Suspend.”
Cascade
One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands™ expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban’s Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki’s Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz’s Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan’s Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven’s Ferrets; Joven’s Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards’ School.
Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.”
Storm
Suspend
To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, “Suspend.”
Rulings
Your opponents can still activate abilities, including abilities of cards in their hand (such as cycling abilities), and can still play lands.
Mandate of Peace doesn’t stop any player from casting spells in response to Mandate of Peace before it resolves.
Though other spells and abilities that are exiled won’t get a chance to resolve, they don’t count as being countered.
Ending the combat phase this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes spells and abilities that can’t be countered. 2) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 3) The current phase and step ends. The game skips straight to the postcombat main phase. As this happens, all attacking and blocking creatures are removed from combat and effects that last “until end of combat” expire.
Any “at end of combat” triggered abilities won’t get the chance to trigger that combat because the end of combat step is skipped.
If any triggered abilities trigger during this process, they’re put onto the stack after the game skips to the appropriate phase or step.
In the rare case that the postcombat main phase is skipped, the game skips to the end step of the ending phase. If that step is also skipped, the game skips straight to the turn’s cleanup step. The cleanup step can’t be skipped.
If an effect allows or instructs you to cast Mandate of Peace outside of a combat phase, you can’t do so. Its restriction takes precedence over that permission. Similarly, once Mandate of Peace has resolved, your opponents can’t cast spells even if another effect allows or instructs one of them to cast a spell.