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Everlasting Torment

Everlasting Torment

{2}{B/R}
Enchantment

Players can't gain life.

Damage can't be prevented.

All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)

When night fell, the plane itself was scarred.

Illustrated by Richard Kane Ferguson

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Not Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#233
RarityRare
ReleasedNov 11, 2016
EDHREC rank#5,267

Prices

USD$2.30
EUR€0.56
Rulings (8)
  • If a cost includes life gain (like Invigorate's alternative cost does), that cost can't be paid.

    May 1, 2008 · Wizards of the Coast
  • Effects that would replace gaining life with some other effect won't be able to do anything because it's impossible for players to gain life.

    May 1, 2008 · Wizards of the Coast
  • Spells and abilities that replace or redirect damage aren't affected by Everlasting Torment's second ability. They'll work as normal.

    May 1, 2008 · Wizards of the Coast
  • The last ability affects all damage, whether it's dealt by creatures, other permanents, spells, or cards that aren't on the battlefield. Wither works everywhere.

    May 1, 2008 · Wizards of the Coast
  • If an effect says to set your life total to a certain number, and that number is higher than your current life total, that effect will normally cause you to gain life equal to the difference. With Everlasting Torment on the battlefield, that part of the effect won't do anything. (If the number is lower than your current life total, the effect will work as normal.)

    May 1, 2008 · Wizards of the Coast
  • Effects that replace an event with gaining life (like Words of Worship's effect does) will end up replacing the event with nothing.

    May 1, 2008 · Wizards of the Coast
  • The "damage can't be prevented" statement overrides all forms of preventing damage, including protection abilities. Damage prevention spells and abilities can still be cast and played; they just don't do anything.

    May 1, 2008 · Wizards of the Coast
  • Spells and abilities that would normally cause a player to gain life still resolve, but the life-gain part simply has no effect.

    May 1, 2008 · Wizards of the Coast

Printings (3)

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