Cards That Destroy All Artifacts and Enchantments

Thirty-eight sweepers that destroy all artifacts, all enchantments or both, grouped by colour, with exact costs and how each plays in Commander.

How our guides are made.

The cards that destroy all artifacts and enchantments in one go are mostly white and green: Austere Command and Cleansing Nova let you choose what goes, Akroma's Vengeance takes the creatures too, Fracturing Gust does it at instant speed and gains you life for each piece, and Bane of Progress does it on a creature that grows with everything it breaks. A sweeper destroys all artifacts or all enchantments at once rather than one at a time. Here are 38 of them: the cards that clear both, then artifacts only, then enchantments only, sorted by colour with exact cost, type and a one-line summary. Colour identity is noted where it differs from the cost, since in Commander that decides whether a card fits your deck.

Both at once: the white sweepers

CardCostTypeWhat it does
Austere Command{4}{W}{W}SorceryChoose two: destroy all artifacts, all enchantments, all creatures with mana value 3 or less, or all creatures with mana value 4 or greater.
Cleansing Nova{3}{W}{W}SorceryChoose one: destroy all creatures, or destroy all artifacts and enchantments.
Akroma's Vengeance{4}{W}{W}SorceryDestroys all artifacts, creatures and enchantments. Cycling {3}.
Purify{3}{W}{W}SorceryDestroys all artifacts and enchantments.
Dismantling Wave{2}{W}SorceryDestroys up to one target artifact or enchantment per opponent. Cycling it for {6}{W}{W} destroys all artifacts and enchantments instead.
Serenity{1}{W}EnchantmentAt the beginning of your upkeep, destroys all artifacts and enchantments.
Magus of the Disk{2}{W}{W}Creature, Human WizardEnters tapped. {1} and tap: destroys all artifacts, creatures and enchantments, itself included.

Austere Command is the one to build around when you have a board to protect: pick artifacts and enchantments and your creatures stay. Cleansing Nova is the simpler, cheaper choice; Purify skips the choice entirely. Dismantling Wave answers each opponent's best piece early, then cycles into a full sweeper late. Serenity is an enchantment, so its first trigger destroys it too, and Magus of the Disk enters tapped: both give the table a turn of warning.

Both at once: green, multicolour and colourless

CardCostTypeWhat it does
Bane of Progress{4}{G}{G}Creature, ElementalWhen it enters, destroys all artifacts and enchantments and gets a +1/+1 counter for each one.
Fade from History{2}{G}{G}SorceryEach player who controls an artifact or enchantment creates a 2/2 green Bear, then all artifacts and enchantments are destroyed.
Rampage of the Clans{3}{G}InstantDestroys all artifacts and enchantments; each destroyed permanent gives its controller a 3/3 green Centaur.
Fracturing Gust{2}{G/W}{G/W}{G/W}InstantDestroys all artifacts and enchantments, and you gain 2 life for each. Colour identity green and white.
Nevinyrral, Urborg Tyrant{3}{W}{U}{B}Legendary Creature, Zombie WizardHexproof from artifacts, creatures and enchantments. When it dies, you may pay {1} to destroy all artifacts, creatures and enchantments.
Nevinyrral's Disk{4}ArtifactEnters tapped. {1} and tap: destroys all artifacts, creatures and enchantments, itself included.

Cease // Desist also belongs here: its Desist half ({4}{G/W}{G/W}, a sorcery) destroys all artifacts and enchantments. With Cease's {1}{B/G} on the other half, its colour identity is white, black and green.

Bane of Progress is the best green card here, clearing the table and keeping a counter for every piece it broke. Read Rampage of the Clans twice: since each destroyed permanent hands its controller a 3/3, it's superb against a few big artifacts and a disaster against a player sitting on ten Treasures. Either colour can pay Fracturing Gust's hybrid cost, but it still needs a commander with both green and white in its identity. As a commander, Nevinyrral, Urborg Tyrant turns its own death into a sweeper for {1}.

Artifacts only: red

CardCostTypeWhat it does
Shatterstorm{2}{R}{R}SorceryDestroys all artifacts, and they can't be regenerated.
Pulverize{4}{R}{R}SorceryDestroys all artifacts. You may sacrifice two Mountains instead of paying its mana cost.
Structural Assault{3}{R}{R}SorceryDestroys all artifacts, then deals damage to each creature equal to the number of artifacts put into graveyards from the battlefield this turn.
Jokulhaups{4}{R}{R}SorceryDestroys all artifacts, creatures and lands, and they can't be regenerated.
Obliterate{6}{R}{R}SorceryThe same as Jokulhaups, and it can't be countered.
Hulk, Always Angry{5}{R}{R}Legendary Creature, Gamma Berserker HeroTrample. When Hulk enters, destroys all artifacts. Attacks each combat if able.

Shatterstorm is the clean, cheap one, and a mono-red deck can cast Pulverize for two Mountains instead of mana. Structural Assault punishes a Treasure table: every artifact that went to a graveyard from the battlefield this turn, tokens and sacrificed ones included, adds a point of damage to each creature. Jokulhaups and Obliterate are resets, not answers: they take every land, though enchantments and planeswalkers survive.

Artifacts only: green and white

CardCostTypeWhat it does
Seeds of Innocence{1}{G}{G}SorceryDestroys all artifacts, which can't be regenerated; each one's controller gains life equal to its mana value.
Creeping Corrosion{2}{G}{G}SorceryDestroys all artifacts.
Ultima{3}{W}{W}SorceryDestroys all artifacts and creatures, then ends the turn.
What Must Be Done{3}{W}{W}SorceryChoose one: destroy all artifacts and creatures, or return a historic permanent card (an artifact, legendary or Saga) from your graveyard to the battlefield.

Seeds of Innocence is the cheapest of these, and the life it hands back is nothing against Treasures, which have a mana value of 0. Ultima and What Must Be Done are white board wipes that take artifacts too. Ultima also ends the turn, so cast it after combat, and What Must Be Done can skip the wipe to return your best artifact or legendary permanent.

Enchantments only: green

CardCostTypeWhat it does
Back to Nature{1}{G}InstantDestroys all enchantments.
Tranquility{2}{G}SorceryDestroys all enchantments.
Hush{3}{G}SorceryDestroys all enchantments. Cycling {2}.
Multani's Decree{3}{G}SorceryDestroys all enchantments, and you gain 2 life for each one.
Primeval Light{3}{G}SorceryDestroys all enchantments the targeted player controls.
Reverent Silence{3}{G}SorceryDestroys all enchantments. If you control a Forest, you may have each other player gain 6 life instead of paying its mana cost.
Tranquil Path{4}{G}SorceryDestroys all enchantments, and you draw a card.

Back to Nature is the pick here: two mana at instant speed, so it can strip the Auras off an attacker or clear the table at the end of the turn before yours. Primeval Light hits only the player you target, so it's the one for a deck with enchantments of its own. Reverent Silence is free with a Forest, but 6 life to every other player adds up at a four-player table.

Enchantments only: white, plus one three-colour reset

CardCostTypeWhat it does
Nova Cleric{W}Creature, Human Cleric{2}{W}, tap and sacrifice it: destroy all enchantments.
Cleansing Meditation{1}{W}{W}SorceryDestroys all enchantments. With threshold (seven or more cards in your graveyard), your destroyed enchantment cards then return to the battlefield.
Cleanfall{2}{W}Sorcery, ArcaneDestroys all enchantments.
Paraselene{2}{W}SorceryDestroys all enchantments, and you gain 1 life for each one.
Tempest of Light{2}{W}InstantDestroys all enchantments.
Patrician's Scorn{3}{W}InstantDestroys all enchantments. Free if you've already cast another white spell this turn.

Cleansing Meditation is the gem for an enchantment deck: at threshold it becomes a one-sided wipe, because your own enchantments come straight back. Nova Cleric is a one-drop standing threat, though it can't use its tap ability the turn it arrives. Outside these colours, Death Begets Life ({5}{B}{G}{U}, a sorcery) destroys all creatures and enchantments and draws you a card for each permanent destroyed.

When a sweeper beats spot removal

Spot removal answers one problem; a sweeper answers the table, and in a four-player game that's often three opponents' cards for one of yours. Reach for one when more than one player leans on artifacts or enchantments: an enchantress deck, a Treasure deck, a commander wearing Auras or Equipment, a table full of mana rocks. With one must-answer artifact and a board full of your own, spot removal is still the better card.

Against Treasures and mana rocks, timing is everything: sweep right after an opponent builds up mana and before they cash it in. They can sacrifice Treasures for mana in response, but that mana drains away when the step or phase ends, so on your turn it only pays for instant-speed plays. Better still, cast Fracturing Gust at the end of the turn before yours and untap into a table with no rocks.

Which sweeper does your deck want?

  • Modal sweepers (Austere Command, Cleansing Nova, What Must Be Done) let you choose what goes, so you can spare part of your own board.
  • Instants (Fracturing Gust, Rampage of the Clans, Back to Nature, Tempest of Light, Patrician's Scorn) wait for the end of an opponent's turn or the middle of combat.
  • Sweepers on a creature (Bane of Progress, Hulk, Nova Cleric, Nevinyrral) leave a body behind or sit on the table as a threat.
  • Full resets (Akroma's Vengeance, Nevinyrral's Disk, Magus of the Disk, Jokulhaups, Obliterate, Death Begets Life) suit the deck that rebuilds fastest.

Building around your own sweeper mostly means not being the deck it punishes: ramp with lands rather than rocks, keep your threats on creatures rather than Auras and Equipment, and sweep on the turn you have the least to lose. Any artifacts you run should be cheap to replay or easy to rebuy, since a sweeper sends them to the graveyard, not exile. If your commander is white, start with Austere Command; green, Bane of Progress; both, Fracturing Gust. Nevinyrral's Disk fits everywhere.

Ask Scry: cards that destroy all artifacts and enchantments

Results on . Scry ranks cards by what they do, not by their names.

  1. Austere Command {4}{W}{W}: Choose two - Destroy all artifacts.
  2. Cleansing Nova {3}{W}{W}: Choose one - Destroy all creatures.
  3. Nevinyrral's Disk {4}: This artifact enters tapped.
  4. Pernicious Deed {1}{B}{G}: {X}, Sacrifice this enchantment: Destroy each artifact, creature, and enchantment with mana value X or less.
  5. Dismantling Wave {2}{W}: For each opponent, destroy up to one target artifact or enchantment that player controls.
  6. Fade from History {2}{G}{G}: Each player who controls an artifact or enchantment creates a 2/2 green Bear creature token.

Run this search on the card catalog

Narrow the list with the filter sidebar on the card catalog: your commander's colour identity, a mana value ceiling, or a card type such as instant. Getting Better Search Results covers the search and the filters; for the whole build, from brief to legality check, see how to build a Commander deck with an AI assistant.

Frequently asked questions

Does "destroy all artifacts" hit artifact creatures?

Yes. An artifact creature is still an artifact, so it's destroyed, along with Equipment, Vehicles, artifact lands and tokens such as Treasures, Clues and Food. "Destroy all enchantments" works the same way on enchantment creatures, Auras and Sagas.

Does it destroy my own artifacts too?

Yes: "all" means every artifact or enchantment on the battlefield, yours included. The exceptions here are Primeval Light, which hits only the targeted player's enchantments, and Dismantling Wave when you cast it, which targets only opponents' permanents.

What survives a sweeper that says "destroy"?

Indestructible permanents survive, since they can't be destroyed at all (Comprehensive Rules 702.12b). A regeneration shield, mostly found on older cards, saves a permanent from destruction (rule 701.8c), which is why Shatterstorm, Jokulhaups, Obliterate, Seeds of Innocence and Serenity add that their permanents can't be regenerated. Hexproof, shroud and protection don't help, because these cards don't target what they destroy (rule 115.10a).

Can I respond by sacrificing my artifacts?

Yes. While the sweeper or its trigger is on the stack, you can crack Treasures for mana or pay to sacrifice Clues and Food. Sacrificed permanents weren't "destroyed this way", so they give no counter to Bane of Progress, no life from Fracturing Gust and no Centaur from Rampage of the Clans; against Rampage, letting them be destroyed is usually better. Unspent mana empties at the end of the step or phase (Comprehensive Rules 106.4).

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