Blast Zone
The genius here is the tunable target. Sweepers that scale with a counter are old hat, but tying the destruction to a specific mana value (rather than a floor, a ceiling, or a keyword) turns a colorless land into a scalpel that any deck can run for free. It enters with one counter, primed to wipe every nonland permanent at mana value one, which catches mana dorks, aggressive one-drops, and a healthy chunk of enablers, though not the pile of zero-cost tokens most go-wide decks lean on. From there the double-X pump lets you climb to whatever the board demands: two counters clear the small stuff, three answer a wide swath of midrange threats, and it keeps going until you run out of mana. The cost structure is what keeps this honest. Charging is linear ( pays two mana per counter), so raising the dial from one to five means adding four counters for
plus a tap, and firing is its own activated ability, costing
, a tap, and the land itself. It destroys only nonland permanents at exactly the counted value, including your own, so you pay real turns and real cards to aim precisely. The result occupies a slot most decks were going to spend on a colorless source anyway, then converts into a Ratchet Bomb that can be set with surgical intent rather than ratcheted up one pip at a time. Free to include, expensive to fire, exact rather than approximate: that is why it slots into strategies that would never otherwise run a sweeper, and why it reads as one of the more disciplined answer-in-a-land designs.

Rules text
Format Status
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Other printings
- Magic Online Promos#105872
- Modern Horizons 3 Commander#322
- Commander Masters#987
- The Brothers' War Promos#258p
- The Brothers' War#258
- The Brothers' War Promos#258s
- The Brothers' War#369
- Secret Lair: Ultimate Edition#504













