War's Toll


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battlebond (BBD) Rare
Dissension (DIS) Rare

Combos Browse all

War's Toll


Whenever an opponent taps a land for mana, tap all lands that player controls.

If a creature an opponent controls attacks, all creatures that opponent controls attack if able.

Browse Alters

War's Toll Discussion

Rhadamanthus on Can an opponent pay for ...

4 weeks ago

Please remember to use double square brackets around a card's name to link it when asking a question. It's the easiest way to make sure everyone understands what's going on: Ghostly Prison , War's Toll .

That's a legal play for your opponent to make but they don't have to do it that way. Ghostly Prison and War's Toll don't actually interact very well, with the Prison basically making War's Toll completely blank. If an effect is trying to force a creature to attack but there's some cost that needs to be paid to allow it to attack, the creature's controller isn't required to pay that cost if they don't want to. Here's the relevant rule, focusing on the important parts:

508.1d The active player checks each creature they control to see whether it's affected by any requirements (effects that say a creature attacks if able, or that it attacks if some condition is met)... If a creature can't attack unless a player pays a cost, that player is not required to pay that cost, even if attacking with that creature would increase the number of requirements being obeyed...

In your example that means your opponent is only required to attack with the creatures they actually want to attack with and are able to pay for. It's fine to leave some creatures back because the additional cost from Ghostly Prison overrides the "must attack if able" from War's Toll. They don't have to do any weird tricks with tapping all their lands beforehand or specifically using mana generated by creatures.

Also, neither of these cards create replacement effects (there's no event being replaced with a different event). Rather, they each have a static ability that changes the rules of the game. Specifically, they change the rules about what counts as a legal attack.

Kjartan on Vampire Night

1 month ago

The problem with Dash Hopes and being behind is that if your opponent gets into a situation where losing 5 life without changing the board state isn't a big deal, they're just gonna take the life-loss and call it a day.

The other way around, if you're they're winning and you're just looking for the final couple of damage, they are not gonna care about the spell.

You are always going to get the effect you desire least, (if your opponent isn't playing badly.)

But both effects are powerful, so when you're in a situation where both of them are valuable, the card is really good.

A general rule of thumb, cards that give your opponent a choice are not as good as they look, (but often underrated.)

As for War's Toll , can't say I find it good. It's pretty expensive for such a slow effect, and you're on a relatively fast deck. The first effect mostly just punishes control decks and the second mostly just creature heavy decks with a few fliers.

Wolfman1546 on Vampire Night

1 month ago

How do you mean? Also, what about War's Toll instead of Dash Hopes ?

P.S. I figured out how to link cards!

SideBae on Gruul Werewolves May.12 2019

1 month ago

I recommend the following cuts:

Breakneck Rider  Flip: It doesn't seem to have quite enough impact on the board, even when it is flipped.

Conduit of Storms  Flip/ Scorned Villager  Flip/ Ulvenwald Captive  Flip/ Gruul Signet : I think you have a lot of better ramp options, especially in green.

Ash Barrens : If you can, I'd replace this with an off-color fetch, like Bloodstained Mire or Windswept Heath . These can fetch your Stomping Ground and are more effective than Ash Barrens .

Forest / Mountain : With more ramp, you can run fewer lands. Cutting 2 to 3 seems reasonable if you cut in a bunch of dorks. Generally, if you've a green general that does not create landfall triggers, you can run fewer than the average number of lands.

Waxing Moon : I don't think this card is better than just simply Overrun . Giving your creatures trample is ok, but making them fatter is what makes trample really good.

Wildwood Rebirth : I think Eternal Witness is just better. Being an instant is alright, but the 2/1 body on the E Wit is relevant and being able to retrieve anything is a LOT better than a creature.

War's Toll : I think Price of Glory is a better option. I don't think I mentioned it before, but it's a good idea.

When it comes to your werewolves, you should consider when it is that you want them flipped. They are likely to be transformed by no spells only by your volition, because most players will play at least one spell on their turn. Also, your opponents will likely try to double-spell, to return your werewolves to the less powerful side. So, if you're counting on a werewolf being on the more powerful side during your turn in order for it to be good, I think that card should be cut. I think (and remember, I have no experience here, so I'm only speaking from what I rationally think) it is more likely for your guys to be flipped on your opponents' turns rather than yours. So bear that in mind during deck building.

Good luck.

Dbiggs on Direction / Opinions for Thantis

1 month ago

I'm thinking some cards such as War's Toll , Avatar of Slaughter , Curse of the Nightly Hunt , Fumiko the Lowblood and Grand Melee would be good options fitting into the style of deck you are wanting. In black, No Mercy and Dread seem like excellent ways to punish attacks. Finally, maybe Angel's Trumpet , a weird card but makes people have to think twice about not attacking.

Dbiggs on Xenoblade Chronicles Thantis

1 month ago

This seems like a deck for War's Toll , making opponents attack and use their mana. I also think running some more ramp cards could be helpful since your curve is so high, letting you get your disruption spells out earlier, so cards like Golgari Signet and Elvish Mystic . I also am very dubious about the inclusion of Cabal Stronghold as you are only running 4x Swamps making its value extremely low, I'd rather just run another basic in its place. I also notice that you have many cards that care about the graveyard and what's in it without having any real ways to reliably fill it outside of combat and self sacrifice. Maybe including card draw such as Tormenting Voice or Faithless Looting , or even better yet Underrealm Lich . Also, if you are going to be using your graveyard, cards like Eternal Witness and Grapple with the Past are ways to get things back to your hand to use again. Anywho, super cool deck, Jund is great and I am loving the abuse of combat. Fun concept!

Aclaus on Just attack

1 month ago
  1. also i would like to throw in honourable mentions
  2. War's Toll
  3. Boros Signet
  4. Stonehewer Giant

hkhssweiss on hkhssweiss

1 month ago

Yo MLGSavageBoy, you can make it work it won't be the greatest of decks, but with Zozu you can make it more of a group hate type of deck that punishes people. Cards like Stranglehold , Manabarbs , War's Toll , Ankh of Mishra . Oh and don't forget about Blood Moon as well! I can see it working adding in a sub theme of lifegain but yeah go for it!

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War's Toll occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Red: 0.18%

Rakdos: 0.21%