Cyclonic Rift
The two-mana mode is a competent tempo bounce, the kind of single-target return effect blue has printed in dozens of shapes. The overload cost is what turned this into a feared instant: for seven mana you change "target" to "each," sweeping every nonland permanent you don't control back to hand at instant speed while leaving your own board untouched. That asymmetry is the entire design. Most board resets in the game are even-handed (Wrath of God hits everyone, Toxic Deluge taxes the caster), and the symmetry is what keeps them fair. This one breaks the contract: a one-sided reset that demands nothing except a steep mana count and the patience to hold it. Bouncing rather than destroying matters too, because hand return dodges indestructible, recursion shields, and most "can't be destroyed" insurance, then forces the whole table to recommit their permanents one at a time while the caster keeps a developed board and an open turn. The instant-speed clause is the cruelty: it lands as a response, after an opponent has overextended into a swing or untapped for their own big play, converting their best turn into their worst. As two spells stapled together, the floor is a forgettable bounce and the ceiling is a game-ending swing, and the gap between those outcomes is wider than almost any other card built on a single overload line.

Top Decks
Played Alongside
- Arcane Signet1× together
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- Cabal Coffers1× together
- City of Brass1× together
- Command Tower1× together
- Counterspell1× together
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Rules text
Format Status
More formatsFewer formats
Other printings
- Secrets of Strixhaven Mystical Archive#14
- Secrets of Strixhaven Mystical Archive#79
- Secrets of Strixhaven Mystical Archive#144
- Secret Lair Drop#1869
- Commander Masters#84
- Commander Masters#485
- Explorer Anthology 3#1
- Magic Online Promos#82816















