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Moxonomy

Aura Blast

Instant1 generic manaWhite mana

Disenchant had been white's answer to artifacts and enchantments since the beginning: a clean one-for-one trade that did its job and asked nothing of the deck around it. The wrinkle here is the cantrip stapled on. By narrowing the target to enchantments only, the design hands back the card it spends, so destroying an aura or a problematic enchantment no longer dents your card count: you break even, then keep digging. That replacement clause changes the math of running narrow removal. A pure answer like Disenchant trades down on resources every time it fires; this one refunds itself, which is what lets a deck commit a slot to enchantment hate without bleeding draw quality. The cost of that smoothness is its rigidity. It needs an enchantment on the battlefield to destroy, so it cannot be fired off purely for the card: against a board with no enchantments, it is a dead card in hand, the draw being contingent on the destroy clause having somewhere to point. And it covers strictly less than the old template, doing nothing against an artifact-heavy board that Disenchant would have at least answered. It is a deliberate trade of breadth for replacement value, the cantrip-on-narrow-removal template white has returned to repeatedly since, so that an answer card never has to be a fully wasted slot once it does connect.

Aura Blast (pls)
PLS · #1common
Pricing
Normal: $0.27
Foil: $2.66
Oracle Text

Rules text

Destroy target enchantment. Draw a card.
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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