|Reminder Text||No official reminder text|
- To move a permanent from the battlefield to its owner’s graveyard. See rule 701.7, “Destroy.”
- 701.7. Destroy
- 701.7a To destroy a permanent, move it from the battlefield to its owner’s graveyard.
- 701.7b The only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.”
- 701.7c A regeneration effect replaces a destruction event. See rule 701.15, “Regenerate.”
Destroy target creature.
White is best at destroying enchantments (Demystify). Early in Magic's history, it also had artifact destruction (Disenchant) in its wheelhouse. White has a few spells that destroy attacking or tapped creatures (Vengeance), but generally prefers to exile creatures instead of destroying them. White is also willing to destroy something after it has hurt white in some way. It can also destroy tapped creatures using a similar flavor. As champion of the little guy, white will also destroy large creatures (power 4 or greater). White further has board wipes that destroy all permanents of a certain type, regardless of controller (Wrath of God, Armageddon). Mass creature kill shows up on a rare or mythic rare in almost every set. Flavorwise, destruction in white is portrayed as a result of magical or divine power.
Blue has the least destruction of any color, compensating for this with counterspells and spells that return permanents to owner's hands. A few spells (Rapid Hybridization) have been printed in blue that destroy a creature but reward the controller of the destroyed creature with a creature token.
Since the printing of Terror in Alpha, black has been the color of creature destruction in all forms. Black is secondary in destroying tapped creatures. Occasionally, black also receives land destruction (Sinkhole). Black is secondary in mass creature kill, but primary in destroying all creatures controlled by one player. Flavorwise, destruction in black is portrayed as a result of pollution, murder, or demonic power. Feed The Swarm is the first targeted Enchantment destruction printed, whereas the previous two enchantment interactions were forced-sacrifice effects, which started in Commander 2019.
Red has many spells which destroy lands (Stone Rain) and artifacts (Smelt). While it does have a number of cards that target many or all creatures, red spells generally do not directly destroy creatures, but instead kill them by dealing direct damage. Flavorwise, destruction in red is portrayed as a result of something being burned, electrocuted, exploded, or obliterated in a volley of rock.
In Arabian Nights, green received Desert Twister that allowed destruction of any permanent. Since then, green has lost the ability to destroy creatures without flying, but primary retains destruction of creatures with flying (Plummet) as part of its theme of flying hate. It has a number of spells to destroy artifacts or enchantments (Naturalize), and occasionally also receives land destruction. Flavorwise, destruction in green is portrayed as a result of being overwhelmed by forces of nature.
- Mark Rosewater (August 11, 2014). "Acts of Destruction". magicthegathering.com. Wizards of the Coast.
- Mark Rosewater (June 8, 2015). "Evergreen Eggs & Ham". magicthegathering.com. Wizards of the Coast.
- Mark Rosewater (June 5, 2017). "Mechanical Color Pie 2017". magicthegathering.com. Wizards of the Coast.