Wild Swing

Sorcery

Choose three target nonenchantment permanents. Destroy one of them at random.

CMC
4
Mana cost
{3}{R}
Color identity
R
Rarity
uncommon
Set
Shadowmoor
Price
$0.15
EDHREC rank
#24732
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Wild Swing card art
Wild Swing destroys one of three randomly chosen permanents your opponent controls — powerful on-board impact undercut by the fact that you don't choose which one. At four mana in red, the randomness is too steep a cost when Chaos Warp hits the same price point and lets you target precisely.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Wild Swing is legal in Commander, Legacy, Modern, Vintage, and Oathbreaker, but sees virtually no competitive play in any of them. In Commander it has a narrow niche: chaos-themed decks or Xantcha/Etali-style red good-stuff shells that don't mind the variance, but even there the random selection is punishing when opponents load up on tokens and bury the threat you actually needed gone. Legacy and Modern have far more efficient removal at every point on the curve, and Vintage doesn't even look at four-mana sorceries for interaction. Wild Swing is a Commander-only consideration, and a situational one at that.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.15 bulk tier

At $0.15, Wild Swing is deep bulk — easy to slot in without budget friction. That price reflects demand, not potential; it has no competitive applications pulling value upward, so don't expect it to move.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.