Five types, not one category

“Board wipe” describes an outcome, not a mechanism. Five different mechanisms produce that outcome, and each one loses to a different defensive ability. Choosing the wrong type is how you end up casting a five mana spell that kills nothing.

The five sweeper mechanisms and what each one fails against.
CardTypeWhy it is here
DestroyDestroy all creaturesThe classic. Beaten by indestructible and by regeneration. Kills any size of creature, which is its main advantage.
DamageDeal N damage to each creatureBeaten by high toughness, by protection from the color, by indestructible, and by damage prevention. Excellent against tokens and go-wide boards.
Minus toughnessCreatures get minus X/minus XThe most universal. Kills through indestructible, regeneration, and protection, because zero toughness is a state-based action nothing prevents.
ExileExile all creaturesBeaten by almost nothing. The only type that reliably answers recursive threats and death triggers. Usually costs more mana for that reason.
BounceReturn all creatures to handBeats indestructible and hexproof, resets auras and counters, but gives every card back. A tempo play, not an answer.

The sweepers worth playing

Every card below is Commander legal, and the prices are from the daily snapshot. Ordered within each mechanism by how widely Commander decks actually play them.

Sweepers by mechanism, with the specific reason each earns a slot.
CardCostTypePriceWhy it is here
Blasphemous ActSorcery$1.06Damage. Costs one less per creature on the battlefield, so on a full board it is a one mana wrath. The best damage sweeper in the format by a wide margin.
Toxic DelugeSorcery$5.30Minus toughness, and the reason to be in black. Kills indestructible and regenerating creatures, and you choose X, so it scales to exactly what you need.
Wrath of GodSorcery$3.98Destruction, the reference point. Four mana, unconditional, cannot be regenerated around. Beaten by indestructible.
DamnationSorcery$21.21The black Wrath of God. Same effect, same cost, and worth owning only if white is not in your colors.
FarewellSorcery$5.63Exile, and the most complete answer in the game. Choose any combination of graveyards, artifacts, creatures, and enchantments. Nothing triggers and nothing comes back.
Austere CommandSorcery$1.00Modal destruction. Choose two of four modes, which lets you wipe the board while sparing your own creatures by mana value.
Supreme VerdictSorcery$2.35Destruction that cannot be countered, which matters specifically against the blue decks most likely to have an answer ready.
Vanquish the HordeSorcery$0.50Destruction with a scaling discount. Eight mana on an empty board, four or less on the board where you actually want it.
SunfallSorcery$0.64Exile, and it leaves you an Incubate token sized to what it killed. The rare sweeper that is not symmetrical.
Chain ReactionSorcery$0.25Damage that scales with the board. The budget alternative to Blasphemous Act and genuinely close on a wide board.
Decree of PainSorcery$0.33Minus toughness that draws you a card per creature destroyed. Expensive, and the only sweeper that refills your hand as it resolves.
Merciless EvictionSorcery$0.74Exile by permanent type. Answers an artifact or enchantment problem that creature removal cannot touch.

Prices are the market price for the most representative paper printing, from the daily Scryfall snapshot. They move constantly, so treat them as a guide rather than a quote.

Blasphemous Act, a damage sweeper whose cost falls by one for every creature on the battlefield. Illustration by Daarken.
On a board of eight creatures this costs a single red mana, which is why it is the damage sweeper of record.Blasphemous ActDaarkenCommander Legends

The matrix that decides which one you need

Defensive abilityDestroyDamageMinus toughnessExileBounce
IndestructibleSurvivesSurvivesDiesGoneBounced
RegenerationSurvivesSurvivesDiesGoneBounced
Protection from the colorDiesSurvivesDiesDepends on targetingDepends
Hexproof or shroudDiesDiesDiesGoneBounced
High toughnessDiesSurvivesDepends on XGoneBounced
Death triggersTriggerTriggerTriggerNo triggerNo trigger
Recursion from graveyardComes backComes backComes backStoppedCard in hand

Read the two columns that matter most.

Minus toughness is the most universal killer. Reducing a creature to zero toughness is a state-based action. There is no ability in the game that says “this creature survives at zero toughness”. Indestructible does not help. Regeneration does not help. Protection does not help, because reducing toughness is neither damage nor targeting.

Exile is the most complete answer. Nothing dies, so nothing triggers, and nothing comes back. Against a deck built on death triggers or graveyard recursion, exile is not a marginal upgrade, it is the difference between an answer and a delay.

The timing rule

The most common misplay with sweepers is casting them too early.

The rule: cast the wipe when it is at its most profitable, not at its first profitable moment.

Concretely, aim for a two card advantage or better. If you spend one card to kill two creatures you are up one card. If you spend one card to kill five, you are up four, and that is usually the game.

The exception overrides everything: if you are dead to the next attack, cast it now. A wipe that saves your life at parity is worth more than a wipe that never gets cast.

In a multiplayer game this changes shape. A wipe that kills nine creatures across three opponents while you lose two is an enormous swing, and Commander games reward patience with sweepers far more than duels do. But holding too long is also how you die to a single large attack, so the threshold is “am I still alive next turn if I wait”, asked honestly.

Breaking the symmetry

A sweeper that kills your board too is only good if you get more out of it than the opponent. There are five reliable ways to break that symmetry, in rough order of how easy they are to build around.

Play fewer creatures. Control decks run sweepers because they have almost nothing on board to lose. This is the simplest and most reliable answer, and it defines the whole archetype.

Play creatures that survive it. If your sweeper deals three damage and your creatures have four toughness, the symmetry is fictional. Building your curve around your own sweeper is a real technique and it is underused.

Play creatures that want to die. Death triggers, recursive creatures, and tokens from a generator all convert a wipe into value instead of a loss.

Cast it before you commit. Hold your threats, wipe the board, then deploy into an empty field. Slower but very hard to beat.

Use a one-sided wipe. Cards that destroy only creatures you do not control cost more mana, and in a deck that wants a board presence they are usually worth it.

What each color gets

White has the deepest and cleanest selection, mostly destruction and exile. This is white’s defining strength in every format and the main reason it appears in control decks.

Black gets minus toughness effects, which as established are mechanically the best type. Black sweepers also often let you scale the effect or spare your own creatures through drain style riders. If you want a wipe that gets through indestructible, black is where to look.

Red gets damage. Cheap, fast, and excellent against tokens and small creatures, useless against anything large. Red sweepers are the best in formats where the aggressive decks go wide.

Blue gets bounce, and occasionally counterspells that function as pre-emptive answers. Blue does not really do mass removal, it does mass reset, which is a different tool.

Green essentially does not get board wipes, by design. Green answers creatures by having bigger ones. The rare green sweepers are usually “destroy all creatures with flying” or similar narrow effects.

How many should a deck run

Commander: two to four, and they should be different types. Running two destruction sweepers is worse than running one destruction and one minus toughness, because the second one covers what the first one misses. A deck with only damage-based sweepers is helpless against a single large threat.

Sixty card control: two to four, tuned to the metagame. If the format is aggressive and goes wide, cheap damage sweepers. If the format has large resilient threats, exile.

Creature decks: zero to one. If your plan is having creatures, a sweeper is a card that fights your own deck. The exception is a one-sided effect, or a sweeper that your specific creatures survive.

Playing around one

The other half of the skill is being on the receiving end, and this is where most games are actually lost. Playing around a sweeper is not a single decision, it is a habit.

Count the mana, not the cards. If your opponent is untapped with four or more mana in a color that sweeps, assume they have it. You will be wrong often and the cost of being wrong in the other direction is your whole board.

Commit to a threat and a half. The standard heuristic: deploy enough to win in two or three attacks, then stop. If your board already kills them in three turns, a fourth creature adds nothing except value for their sweeper. Holding that fourth creature costs you one turn of clock and saves you an entire rebuild.

Know what you are safe against. If your creatures all have four toughness and their deck runs damage sweepers, you are not playing around anything, you are simply fine. Identify which sweeper type your board actually loses to before you slow down.

Prefer resilient threats when you know it is coming. Creatures with death triggers, creatures that recur themselves, and token generators that survive as noncreature permanents all convert a wipe from a disaster into a speed bump.

Bait it. Deploy the second best threat, let them use the wipe, then deploy the best one into an empty board. Against a deck with two sweepers this fails, which is why knowing how many they run matters.

The mistake nobody admits to is the reverse: playing so scared of a sweeper that you never develop a board and lose slowly to something else entirely. Against a control deck with four sweepers, holding back is correct. Against a deck with one, you are usually better off deploying and accepting the risk, because the odds they have it on the exact turn you need them not to are low.

Budget picks that actually work

Sweepers are one of the few categories where budget options are genuinely close to the expensive ones, because the effect is simple and has been printed many times.

Damage sweepers in the two to four mana range cost very little and are entirely playable. The best-known destruction sweepers have been reprinted so often that they are cheap. The premium prices sit on the efficient minus toughness effects and the one-sided wipes, and those are upgrades rather than requirements.

If you are building on a budget, buy one cheap damage sweeper and one cheap destruction sweeper before buying any single expensive one. Coverage beats efficiency here.

The upgrade order, once the basics are covered, goes like this. First, add a minus toughness effect, because that is the coverage gap a cheap destruction and damage pair still leaves open against indestructible threats. Second, add an exile sweeper if your local metagame has recursive graveyard decks, and skip it entirely if it does not. Third, and only third, start replacing your cheap sweepers with more efficient versions of the same effect.

That order matters because the difference between having an answer and not having one is far larger than the difference between a four mana answer and a three mana one. Players routinely spend heavily upgrading a sweeper they already own while leaving an entire mechanism uncovered, and then lose to the first indestructible creature they meet.