Leyline of the Void: Why It Still Makes MTG Players Rage (and How to Use It)

Leyline of the Void: Why It Still Makes MTG Players Rage (and How to Use It)

You've probably been there. It’s game two. You’re playing Dredge, or maybe some fancy new Living End variant. You feel good. You shuffle up, draw your seven, and your opponent just... puts a black enchantment onto the table before anyone has even played a land.

That’s Leyline of the Void. It’s the ultimate "no fun allowed" card for graveyard lovers.

Honestly, it’s one of those cards that defines how Magic: The Gathering is played at a competitive level. It doesn't matter if we're talking about 2006 or 2026; if the graveyard is good, this card is everywhere. It’s a hammer. It doesn't ask questions. It just says, "Your graveyard doesn't exist anymore."

The "Turn Zero" Problem

The most famous thing about Leyline of the Void is that first line of text. If it’s in your opening hand, you can start the game with it on the battlefield.

Free. No mana. No priority.

This is huge because it dodges everything. You can't Thoughtseize a Leyline that's already on the field. You can't Spell Pierce it because it was never cast. It just is.

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For decks like Reanimator in Legacy or Goryo's Vengeance in Modern, this is a nightmare. You’re basically staring down a defeat screen before you’ve even drawn your first card for the turn.

Why the math matters

If you run four copies in your deck, you have about a 39.9% chance of seeing at least one in your opening seven. That’s okay, but it’s not a guarantee. This is why people mulligan so aggressively for it.

If you go down to six cards, your odds of finding that Leyline jump. If you go to five? Higher still. But there’s a cost. You’re starting with fewer cards just to stop your opponent’s strategy. If they have a "Plan B" that doesn't use the graveyard—like a Psychic Frog or some Orcish Bowmasters—you might find yourself with a Leyline on the board and no actual way to win the game.

What Most People Get Wrong About the Rules

Leyline of the Void has some weird interactions that trip up even veteran players.

First off: Tokens still "die." When a creature token is destroyed, it goes to the graveyard briefly before it ceases to exist. Leyline of the Void says "If a card would be put into an opponent's graveyard..." Tokens aren't cards. So, if your opponent has a Blood Artist and you kill one of their tokens, they still get that trigger.

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Second: It’s not symmetrical.
Unlike Rest in Peace, which exiles everyone's graveyard, Leyline only affects your opponents. This is why you’ll see it in decks like Living End or Hogaak (back when that was a thing). You get to use your graveyard; they don't. It’s unfair in the best way possible.

Third: The "Opening Hand" timing.
You don't just slam it down the second you see it. The rules (specifically CR 103.5) say you wait until everyone has finished their mulligans. Then, the starting player announces their "opening hand" actions, followed by the second player. If you're on the draw, you have to wait for them to decide if they're putting out a Leyline of Sanctity or whatever before you reveal yours.

Leyline of the Void vs. The Field

In 2026, the graveyard hate market is crowded. We’ve got Dauthi Voidwalker, Soul-Guide Lantern, and Unlicensed Hearse. So why play a 4-mana enchantment that’s a terrible top-deck?

  • Versus Dauthi Voidwalker: Dauthi is a creature. It dies to Fatal Push. It dies to Lightning Bolt. Leyline is an enchantment. Most decks have a much harder time removing an enchantment on turn zero than a 3/2 creature on turn two.
  • Versus Rest in Peace: RIP is only two mana, so it's easier to cast if you draw it late. But it hits your graveyard too. If you’re playing a black deck that wants to use its own trash (like Murktide or Yawgmoth), RIP is a non-starter.
  • Versus Ghost Vacuum: This is the new school. It’s cheap and has utility, but it doesn't stop the first thing from hitting the bin. If they only need one Archon of Cruelty to win, the vacuum might be too slow.

How to Beat the Void

If you’re the one being hosed, don't scoop immediately.

Most people sideboard in four Leylines and then keep a really bad hand just because it has one. If you can bounce it with Otawara, Soaring City or Brazen Borrower, you might just win on the spot. Once it’s back in their hand, they have to pay 2BB to get it back out. That’s a lot of mana for a card that doesn't actually do anything to the board state.

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Another strategy? Just ignore it.
In Pioneer, Phoenix players often win by just casting their Arclight Phoenixes for four mana and attacking. It’s not ideal, but a 3/2 flier is still a 3/2 flier.

Actionable Tips for Your Next Tournament

If you're thinking about putting Leyline of the Void in your sideboard, keep these three things in mind:

  1. Don't over-mulligan. Going to four cards just to find a Leyline is usually a trap. You need a hand that can actually win the game, not just a hand that stops them from winning.
  2. Know your matchups. If you're playing against a deck that uses the graveyard for value (like Underworld Breach), you might want Surgical Extraction instead. Leyline is for decks that need the graveyard to function at all.
  3. Check the price. Thanks to reprints in Wilds of Eldraine: Enchanting Tales and Duskmourn, the card is cheaper than it’s been in years. You can usually grab a playset for under ten bucks. There’s no excuse not to have them in your kit.

Basically, Leyline of the Void is a necessary evil. It keeps the "broken" decks in check. Without it, the format would just be a race to see who can put a giant monster in their graveyard first. It's not pretty, it's not "fair," but it's the only thing standing between us and graveyard-fueled chaos.

If you’re heading to a Regional Championship or even just a local FNM, look at the top decks. Are people playing Abhorrent Oculus? Are they playing Goryo's Vengeance? If the answer is yes, get those four black enchantments in your sideboard. You'll thank me when your opponent sighs and reaches for their sideboard for game three.