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Moxonomy

Identity Crisis

Sorcery2 generic manaWhite manaWhite manaBlack manaBlack mana

Total resource denial in two colors, priced as a four-color-pip commitment most decks cannot meet. Stripping a hand has always been black's job (Hymn to Tourach, Mind Twist, the whole discard tradition), and exiling a graveyard has always been white-and-black's preferred way to shut off recursion. What this does is fuse both into a single sorcery: not discard, but exile, so nothing returns, and not graveyard hate alone, but the hand alongside it. The result leaves a target player with zero stored resources of any kind, drawing only off the top from here forward. That is a devastating effect against a single opponent, and a nearly useless one against several, which is the tension that has always defined where it can and cannot live. The double-white double-black requirement is the real cost: six mana is fine for a haymaker, but the pips lock it to dedicated Orzhov, and by the turn you can reliably cast it most decks have already committed cards to the board where exiling a hand does nothing. It reads like a finisher and plays like a reset button you can only press once, against one person, in a deck built to do nothing else for two turns. The design lives entirely in that asymmetry: catastrophic in the matchup it was built for, structurally incapable of scaling beyond it.

Identity Crisis (arb)
ARB · #81rare
Pricing
Normal: $0.33
Foil: $3.63
Oracle Text

Rules text

Exile all cards from target player's hand and graveyard.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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