Home / Magic: The Gathering / Salvat 2005 / Kirtar's Wrath
Kirtar's Wrath
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Sorcery

Kirtar's Wrath

rare · Sorcery · Salvat 2005
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Destroy all creatures. They can't be regenerated.
Threshold — If there are seven or more cards in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.

Card Details

-/-Power / Toughness
{4}{W}{W}Mana Cost
6Prints

Character Background

Kirtar’s Wrath is a classic white sweep that best supports control and grindy midrange game plans, especially in Commander where a single reset can swing the table. At six mana, it asks you to survive until the late game, then clears every creature cleanly with no regeneration loophole. Its threshold mode adds real upside: if your graveyard is stocked with seven or more cards, you still wipe the board and get two 1/1 flying Spirit tokens, turning a defensive spell into a modest recovery tool. That makes self-mill, fetchlands, cycling, and cheap interaction valuable deckbuilding partners, since they help turn on threshold naturally. It also plays well with token payoffs, anthems, and protection pieces that let your Spirits matter immediately. In lore terms, the card feels like a solemn divine purge followed by lingering echoes of the fallen, fitting the restrained but punishing identity of white control.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Kirtar’s Wrath is a classic white sweep that best supports control and grindy midrange game plans, especially in Commander where a single reset can swing the table. At six mana, it asks you to survive until the late game, then clears every creature cleanly with no regeneration loophole. Its threshold mode adds real upside: if your graveyard is stocked with seven or more cards, you still wipe the board and get two 1/1 flying Spirit tokens, turning a defensive spell into a modest recovery tool. That makes self-mill, fetchlands, cycling, and cheap interaction valuable deckbuilding partners, since they help turn on threshold naturally. It also plays well with token payoffs, anthems, and protection pieces that let your Spirits matter immediately. In lore terms, the card feels like a solemn divine purge followed by lingering echoes of the fallen, fitting the restrained but punishing identity of white control.

Generated using gpt-5.4-mini · Updated at 2026-10-11 16:20:44 UTC

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