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The List (plst)

#ROE-172 ⸱ Rare ⸱ English
World at War

Variations

Parts

World at War

Sorcery
After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

 

 

 

Legalities

Legal
Duel
Penny
Predh
Legacy
Modern
Vintage
Commander
Oathbreaker
Not Legal
Brawl
Future
Pauper
Alchemy
Pioneer
Explorer
Historic
Standard
Timeless
Gladiator
Oldschool
Premodern
Historicbrawl
Paupercommander
Standardbrawl

Rulings

2010-06-15

As long as World at War resolves before the first postcombat main phase of a turn ends, it will have its full effect. That will happen in most cases, since it’s a sorcery (meaning it’s probably cast during the first or second main phase of a turn), and it has rebound (meaning it’ll be cast during your upkeep). If, however, it’s cast later than that, it won’t create any new phases. For example, if one World at War creates a second combat phase and a third main phase in a turn, then a second World at War is cast during that third main phase, no additional phases are created. The rebound effect still works, though.

 

Market Pricing

 NormalFoil
Low$6.05
Median$8.11
High$3,286.64
Market$8.11
Direct Low$15.60
Buy at TCGPlayer

Other Printings

 NormalFoil
Rise of the Eldrazi$7.46

Pricing data provided by TCGPlayer