Card essay · Akroma's Vengeance
Akroma's Vengeance in Premodern: the six-mana nuclear option and cycling as the emergency valve
What it does
Akroma’s Vengeance costs six mana (four generic and two white) and destroys all artifacts, creatures, and enchantments. It can also be cycled for three mana to draw a card. The combination of a total board wipe (including artifacts and enchantments) and a cycling option makes Akroma’s Vengeance one of the most powerful but expensive sweepers in Premodern. Against Enchantress or Replenish strategies, Vengeance’s enchantment destruction clause is decisive — Wrath of God leaves enchantments, Akroma’s Vengeance does not.
When it’s played
Akroma’s Vengeance appears in white-based control and midrange strategies as a sweeper against artifact and enchantment-heavy opponents.
- Astral Slide uses Akroma’s Vengeance as its primary sweeper — Slide can phase out its own creatures to protect them from Vengeance while clearing the opponent’s board.
- Mono-White Control sometimes includes it as a sweeper that hits artifacts and enchantments.
- Wake occasionally includes it in the sideboard for enchantment matchups.
The math / interaction worth knowing
Cycling for three is the emergency valve. Against matchups where Akroma’s Vengeance is too slow or irrelevant (pure aggro with no enchantments), cycling it for three mana draws a card and removes a dead card from hand. This flexibility makes Vengeance a better choice than Wrath of God in slower or more resilient control builds — you’re never “stuck” with a dead six-drop.
Astral Slide creates a specific interaction. If you control Astral Slide and have a creature you want to save, you can use Slide’s ability (remove a creature from the game temporarily by cycling a card) in response to Akroma’s Vengeance. The creature is phased out when Vengeance resolves, then returns at the end of turn — while the rest of the board has been wiped. The Slide itself is also an enchantment, so Vengeance destroys it too. But if you’ve already achieved the board state you want and need the sweep, this matters less.
Six mana is genuinely slow in Premodern. Compared to Wrath of God at four mana, Vengeance costs two more. In an aggressive metagame, six mana comes online on turn six or seven — after multiple attack steps and significant life loss. Vengeance is a backup sweeper, not the primary one. Its role is for matchups where the enchantment clause matters enough to justify the two extra mana.
Decklists worth studying
When deck data populates, look for Astral Slide lists from MTGO Premodern Challenges. The Slide-Vengeance combination is the core board control package; the cycling on Vengeance enables Slide triggers when used correctly.
Related cards
- Astral Slide — The enchantment that enables creatures to survive Akroma’s Vengeance.
- Lightning Rift — Co-played with Astral Slide; each cycling card triggers both Slide and Rift.
- Wrath of God — The faster sweeper; Vengeance is the backup that hits artifacts and enchantments.
- Decree of Justice — Another cycling card in Astral Slide builds; creates an army while triggering Slide.
- Replenish — Akroma’s Vengeance is the primary answer to the Replenish board state.
- Counterspell — In blue-white builds running Vengeance, Counter protects the Vengeance resolution against combo opponents.