Home / Magic: The Gathering / Assassin's Creed / Fall of the First Civilization
Fall of the First Civilization
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Enchantment — Saga

Fall of the First Civilization

uncommon · Enchantment — Saga · Assassin's Creed
$0.23
Low
$0.27
Market
$0.34
High

Oracle Text

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You and target opponent each draw two cards.
II — Exile target artifact an opponent controls.
III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.

Card Details

-/-Power / Toughness
{2}{W}Mana Cost
1Prints

Character Background

Fall of the First Civilization reads like a white control engine that pays in symmetry for a brutal, selective reset: the immediate I chapter trades card advantage, II gives you a one-for-one artifact exile, and III forces each player to choose three nonland permanents while everything else dies. It best supports control/value or midrange strategies that want to sculpt a board state rather than race — think decks with a handful of high-impact permanents and lots of answers. Build around it by keeping your win conditions concentrated (three or fewer key creatures/planeswalkers), running token generators so you can flood choices with disposable bodies, and packing flicker/ETB recursion or indestructible effects to ensure your staples survive the cull. It also pairs well with sacrifice outlets and graveyard recursion to profit from the sweep. Timing matters: cast it when your opponent overcommits or after you’ve consolidated value, because the I chapter’s shared draw can give them resources if played carelessly.

Generated using gpt-5-mini

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Suggested Pricing
$0.23 - $0.34
At the current market price of $0.27.
Average Time to Sell
3 days
At the current market price of $0.27.

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Character Background

Fall of the First Civilization reads like a white control engine that pays in symmetry for a brutal, selective reset: the immediate I chapter trades card advantage, II gives you a one-for-one artifact exile, and III forces each player to choose three nonland permanents while everything else dies. It best supports control/value or midrange strategies that want to sculpt a board state rather than race — think decks with a handful of high-impact permanents and lots of answers. Build around it by keeping your win conditions concentrated (three or fewer key creatures/planeswalkers), running token generators so you can flood choices with disposable bodies, and packing flicker/ETB recursion or indestructible effects to ensure your staples survive the cull. It also pairs well with sacrifice outlets and graveyard recursion to profit from the sweep. Timing matters: cast it when your opponent overcommits or after you’ve consolidated value, because the I chapter’s shared draw can give them resources if played carelessly.

Generated using gpt-5-mini · Updated at 2026-05-16 11:20:44 UTC

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