Reprinted in Star Trek Commander (TRC), releasing November 13, 2026.
World at War: Sorcery, Rise of the Eldrazi. MTG card details, printings, market prices, official rulings, and format legality, all in one place on Mana Grove.
Mana cost
{3}{R}{R}
Mana value
5
Type
Sorcery
Colour identity
Red (R)
Rarity
Rare
Set
Rise of the Eldrazi (ROE)
Released
2010-04-23
Collector number
172
Artist
Igor Kieryluk
Commander rank
3,299 (by how often it appears in Commander decks)
World at War is a Magic: The Gathering card, a rare red sorcery from Rise of the Eldrazi (ROE), an expansion set released in April 2010. It is collector number 172 in that set, with art by Igor Kieryluk. It costs {3}{R}{R} (three generic and two red mana) to cast, for a mana value of 5. Its colour identity is red. It is legal in Modern, Legacy, Vintage, Commander, Duel Commander, Oathbreaker, PreDH and Penny Dreadful. It has been printed in 4 sets, from Rise of the Eldrazi (2010) to The List (2020). The latest aggregated market price for this printing is $11.22 (normal finish, as of 2026-11-01).
Card text
After the second 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.)
Market price
Latest aggregated market price for the normal finish of this printing: $11.22 (as of 2026-11-01).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of World at War by format. Formats in which it is not legal are not listed.
World at War has been printed in 4 sets. The other printings are listed newest first, with the rarity and release year of each.
Printing
Rarity
Year
Star Trek Commander (TRC) #296
Rare
2026
Star Trek Commander (TRC) #456
Rare
2026
Secret Lair Drop (SLD) #2208
Rare
2025
The List (PLST) #ROE-172
Rare
2022
Official rulings
The 8 most recent official rulings for World at War, newest first.
At the beginning of your upkeep, all delayed triggered abilities created by rebound effects trigger. You may handle them in any order. If you want to cast a card this way, you do so as part of the resolution of its delayed triggered ability. Timing restrictions based on the card’s type (if it’s a sorcery) are ignored. Other restrictions are not (such as the one from Rule of Law).
Multiple World at War effects are cumulative, as long as they’re cast early enough. The first one modifies the turn structure to this: beginning phase, precombat main phase, combat phase, postcombat main phase, [new combat phase], [new postcombat main phase], ending phase. Each subsequent one inserts another combat phase and main phase into the turn after the original postcombat main phase and before the newest combat phase.
Unlike other similar cards (such as Relentless Assault), World at War doesn’t untap the creatures that have attacked this turn when it resolves. Rather, those creatures untap when the new combat phase created by the spell begins. All creatures that attacked this turn untap, regardless of which combat phase they attacked in (if there have been more than one) or who controls them (if you’re playing a Two-Headed Giant game, for example).
Rebound will have no effect on copies of spells because you don’t cast them from your hand.
If you cast a spell with rebound from anywhere other than your hand (such as from your graveyard due to Sins of the Past, from your library due to cascade, or from your opponent’s hand due to Sen Triplets), rebound won’t have any effect. If you do cast it from your hand, rebound will work regardless of whether you paid its mana cost (for example, if you cast it from your hand due to Maelstrom Archangel).
If a spell with rebound that you cast from your hand doesn’t resolve for any reason (due being countered by a spell like Cancel, or because all of its targets are illegal), rebound has no effect. The spell is simply put into your graveyard. You won’t get to cast it again next turn.
If you are unable to cast a card from exile this way, or you choose not to, nothing happens when the delayed triggered ability resolves. The card remains exiled for the rest of the game, and you won’t get another chance to cast the card. The same is true if the ability is countered (due to Stifle, perhaps).
If you cast a spell with rebound from your hand and it resolves, it isn’t put into your graveyard. Rather, it’s exiled directly from the stack. Effects that care about cards being put into your graveyard won’t do anything.
Similar cards
Other sorcery cards with a red colour identity, ranked by how often they appear in Commander decks.