Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
2012 Core Set Rare
Mirrodin Rare

Combos Browse all


Artifact — Equipment

Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer.

Equip (5) ((5): Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays in play if the creature leaves the battlefield.)

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.01 TIX $0.02 Foil


Worldslayer Discussion

Novisius on HERE'S STUFFYYYYY!!!

3 days ago

Worldslayer messes up the combo too...

GoldenDiggle on Yahenni, Always Undying

5 days ago

Gotta get that Worldslayer!

dlamars on Take me to Church

1 week ago

Also how do you feel about Jokulhaups over other wipes for the purpose of flickering my creatures and winning? I'd prefer something I could tutor for, like False Prophet possibly or I also considered Worldslayer but it doesn't feel right here.

JaysomeDecks on We Live Free Under the Wind

1 week ago

With Worldslayer, you may consider Stonehewer Giant. Attaches any equipment from your library, at instant speed, without targeting. $5 is high for your deck, but it is affordable.

carpecanum on Brago, King Eternal Death & Taxes

1 week ago

Worldslayer combo allows you to blink everything you have and destroy everything you do not.

tlaine967 on Zurgo's Human Army

1 week ago

I would recommend Worldslayer for sure. It is a great combo with Zurgo unless they just have a ton of Indestructible stuff. Brainspoil and Open the Armory are okay tutors for Worldslayer. I would also run Chandra's Ignition for its awesome boardwipe ability with Zurgo and is also tutorable with Brainspoil if Worldslayer was countered or removed or whatever.

I agree with the sentiment of more land. If it is working for you then I understand why you don't want to mess with it but I am a fan of the Innistrad set Clifftop Retreat, Dragonskull Summit and Isolated Chapel. They aren't too expensive and are pretty easy to get into play untapped.

For Equipment I like Tenza, Godo's Maul, it has always worked well for me with Zurgo.

For Card Draw I would get rid of Read the Bones in favor of Seer's Sundial, Staff of Nin and/or Underworld Connections. These all allow for repetitive drawing.

For some Removal I like Mizzium Mortars and Vandalblast for their potential disruption to your opponents board. On a lesser level I like Crackling Doom especially after your opponent casts their Commander and then you just make them sac it... I get maybe a little too much joy out of that. I would probably get rid of Shatter and Demystify for Vandalblast and Wear / Tear.

Creatures are tough for me because I went much more Warrior tribal as opposed to Human. I still think Flamerush Rider and Jor Kadeen, the Prevailer could find homes here. You might want more artifacts for JK but if you added Worldslayer then it would probably be fine. Then Cavalry Pegasus FTW, kind of kidding but kind of not. That ability for a two drop in this deck is pretty sweet.

I didn't really mean to offer 17 cards up but hopefully a few of them will find homes here. These would probably have to come at the expense of cutting some of your creatures and enchantments though so idk. I hope I helped at least a little!

hyperlocke on Wordslayer + Heroic Intervention = ...

1 week ago
  • You enter the Combat phase.
  • You enter the Declare Attackers step. You attack with Grizzly Bears equipped with Worldslayer.
  • You enter Declare Blockers step. Your opponent doesn't declare blockers.
  • You enter the Combat Damage step. Your Grizzly Bears deal damage to your opponent. Worldslayer's trigger event is met.
  • After damage was dealt and before you (as the active player) receive priority, Worldslayer's triggered ability is put onto the stack.
  • You receive priority. Now is the time to cast Heroic Intervention. It is put on top of the stack.
  • Assuming no one else does anything, first Heroic Intervention resolves, making your permanents indestructible, then Worldslayer destroys everything that's not yours.
  • The Combat Damage step ends.

Here is the order things happen in in the Combat Damage step.

510.1. First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesnt use the stack. [...]

510.2. Second, all combat damage thats been assigned is dealt simultaneously. This turn-based action doesnt use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time its dealt. [...]

510.3. Third, any abilities that triggered on damage being assigned or dealt go on the stack. [...]

510.4. Fourth, the active player gets priority. Players may cast spells and activate abilities.

MoFi on Wordslayer + Heroic Intervention = ...

1 week ago

If I use Worldslayer to destroy all permanents (creatures, lands, etc.) but I want to use Heroic Intervention to save my stuff whilst destroying whatever's left (friendships, respect, etc.), at what point would I actually use Heroic Intervention? I still get a bit confused about where the combat step figures into the stack. If I damage a player with Worldslayer would I then put Heroic Intervention down after that?

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