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Moxonomy

Aftershock

Sorcery2 generic manaRed manaRed mana

A removal spell built on the oldest balancing lever in red's toolkit: take damage to widen the targeting. Red has always answered artifacts and lands, but it usually does so in separate cards with narrow scope: a Shatter for artifacts, a Stone Rain for lands, a burn spell for creatures. This collapses all three into a single catch-all that destroys an artifact, creature, or land with one cast, and the cost of that breadth is three damage to your own face. That self-damage is the limiter that prices the flexibility: a fixed, non-negotiable tax paid in damage rather than in the usual restriction of locking each effect to its own card. The four-mana sorcery speed is the other constraint, keeping the effect off the stack as a combat trick or end-step ambush and forcing you to spend a main phase on it. The result reads less like premium removal and more like an emergency valve: a card you reach for when one slot has to cover whatever shows up, accepting the life loss as the price of not knowing in advance what you will need to destroy. It belongs to a Tempest-era school of red design that bought versatility with life points, a lineage later printings would refine by trading raw breadth for cleaner conditions and tighter rates.

Aftershock (tmp)
TMP · #160common
Pricing
Normal: $0.23
Foil:
Oracle Text

Rules text

Destroy target artifact, creature, or land. Aftershock deals 3 damage to you.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

4 sets
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