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Name
Wild Swing
Cost
{3}{R}
Types
Sorcery
Oracle Text

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

Set
Shadowmoor
Artist
Richard Kane Ferguson
Number
108

Printings

Legality

Commander Duel Legacy Modern Oathbreaker Penny Predh Vintage Premodern Alchemy Brawl Explorer Future Gladiator Historic Pauper Paupercommander Pioneer Standard Standardbrawl Timeless Oldschool

Rulings

2008-05-01

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).

2008-05-01

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.

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