Cuombajj Witches
A genuinely strange piece of design from the earliest era of the game, when rules text was still being drafted like folktale rather than contract. The split-target structure (the activating player picks one target, then names an opponent who picks the second) hardcodes a kind of political negotiation directly into the ability itself, which is something modern design has almost entirely abandoned in favor of cleaner unilateral effects. The second damage is not the controller's to aim: you tap the witches, you choose your point of damage, and an opponent of your choosing decides where the other point lands. In a multiplayer pod that turns the body into a lever for table politics, where the threat of redirection is often worth more than the ping itself. Mechanically it is a repeatable damage source on a 1/3 for two black mana, a rate that read as remarkable in the early days: Prodigal Sorcerer was the blue point of comparison, and the witches trade colorless flexibility and the willingness to eat collateral damage for an extra point of toughness and a second pip of black. What keeps the card from being a curiosity is that the forced second damage is a feature rather than a tax: in any context where a creature dying matters, where life loss feeds an engine, or where you want to pressure a specific opponent, the distribution clause becomes the point. Few cards from this set have aged into this much utility on the strength of a downside.

Rules text
Format Status
More formatsFewer formats
Other printings
- Magic Online Promos#86102
- Commander Legends#646
- Commander Legends#116
- Magic Online Promos#65652
- Masters Edition#65
- Anthologies#21
- Rinascimento#50
- Chronicles#31








