Wreck and Rebuild
Wreck and Rebuild gives you a clear decision on the turn you cast it. Choose to remove an artifact or enchantment and swing the board in your favor or dig deep by milling five and potentially hauling a land back into play tapped. The flexibility fits midrange decks that need a clean answer or a reliable landfall fetch when the game slows down.
The flashback option means this spell is not a one shot. Cast it from exile later for the higher cost and get the same binary value when resources are tight. In the Outlaws of Thunder Junction frame this reads like a frontier trick; use it to deny opponents key permanents or to resurrect a land when your mana base needs repair. Practical, repeatable, and plain to read for players who plan ahead.
Card Details:
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Mana Cost: {1}{R}{G}
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Card Type: Sorcery
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Subtypes: —
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Card Text / Rules Text (Printed):
- Choose one —
- Destroy target artifact or enchantment.
- Mill five cards, then you may put a land card from your graveyard onto the battlefield tapped.
- Flashback {3}{R}{G}
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Power / Toughness: —
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Loyalty: —