Shadowmoor Crabapple Cohort > < Smash to Smithereens
Wild Swing
Sorcery (CMC:4)
Choose three target nonenchantment permanents. Destroy one of them at random.
Though the shaman rarely got what she wanted, she was never disappointed in the result.
108 SHM • ENRichard Kane Ferguson
™ & © 1993—2008 Wizards of the Coast
Legal in: Modern,Lorwyn-Shadowmoor Block,Legacy,Vintage,Freeform,Prismatic,Tribal Wars Legacy,Classic,Singleton 100,Commander
Oracle Text (click to copy):
View this MTG card on Gatherer
5/1/2008 You target three permanents as you cast Wild Swing. You don't randomly choose which one will be destroyed until Wild Swing resolves. If one of those permanents has become an illegal target by then, you randomly choose between the other two. If two of those permanents have become illegal targets by then, there is no random choice -- the remaining permanent is destroyed. 5/1/2008 If one of the targets is indestructible, it can be chosen at random but nothing will happen to it if it is. 5/1/2008 As Wild Swing resolves, there is no time to react between the time a permanent is chosen at random and the time it's destroyed. If you want to put a regeneration shield on one of those permanents, or sacrifice it for some effect, or anything else, you must do so before Wild Swing resolves (and before you know which one of the permanents will be chosen at random).
Card Wild Swing is not on TCGPlayer.