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Moxonomy

Burning Hands

Instant1 generic manaRed mana

A tabletop role-playing artifact rendered into card math: the burning-hands spell has always been the low-level wizard's reliable go-to damage, and this printing gives it a twist by making the payoff conditional on the target. Two mana for two damage is filler; two mana for six damage is premium removal that outclasses most red spells at the cost. The switch is color, and green is the color the design points its finger at, the color of stompy creatures and ramp payoffs that ordinarily laugh at burn. That makes this a hoser dressed as a generic removal spell: against half the color pie it kills a mana dork and stops, but against a green threat it functions as a hard answer to most creatures and planeswalkers. The genius of the design is that the drawback and the reward are the same clause. There is no dead mode and no wasted flexibility; the card simply does more when the matchup calls for it, and the deckbuilder knows exactly which matchup that is. It is a template worth studying: rather than printing a narrow sideboard card that reads "can't target nongreen," the design keeps the spell universally castable and rewards the correct target with a damage cliff, so the same slot flexes from mediocre maindeck removal to a beating in the games where green shows up.

Burning Hands (afr)
AFR · #135uncommon
Pricing
Normal: $0.17
Foil: $0.12
Oracle Text

Rules text

Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.
Legalities

Format Status

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