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Wild Swing

Wild Swing

{3}{R}
Sorcery

Choose three target nonenchantment permanents. Destroy one of them at random.

Though the shaman rarely got what she wanted, she was never disappointed in the result.

Illustrated by Richard Kane Ferguson

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Not Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#108
RarityUncommon
ReleasedMay 2, 2008
EDHREC rank#25,500

Prices

USD$0.13
USD foil$0.72
EUR€0.11
EUR foil€0.39
MTGO0.03 tix
Rulings (2)
  • You target three permanents as you cast Wild Swing. You don’t randomly choose which one will be destroyed until Wild Swing resolves. If one of those permanents has become an illegal target by then, you randomly choose between the other two. If two of those permanents have become illegal targets by then, there is no random choice — the remaining permanent is destroyed.

    May 1, 2008 · Wizards of the Coast
  • As Wild Swing resolves, there is no time to react between the time a permanent is chosen at random and the time it’s destroyed. If you want to put a regeneration shield on one of those permanents, or sacrifice it for some effect, or anything else, you must do so before Wild Swing resolves (and before you know which one of the permanents will be chosen at random).

    May 1, 2008 · Wizards of the Coast

Printings (2)

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