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Moxonomy

Essence Fracture

Sorcery3 generic manaBlue manaBlue mana

Two-for-one tempo at sorcery speed, with an escape hatch baked in. Bouncing a single creature has always been cheap and a little embarrassing: Unsummon and its kin are filler, the kind of card you'd rather not draw twice. Doubling the target count fixes the rate problem (two bodies back to hand stalls a board and resets enters-the-battlefield value), but the real design move is the cycling clause. The reason a card like this gets to exist at five mana with no flexibility on timing is that it never has to rot. Without two threats worth peeling off, you pay 2 generic manaBlue mana and trade it away for a card you can actually use; with two targets in front of you, you cast it. That dead-card insurance is what cycling was built to provide across this era of design, and it's why so many situational answers from that period carry the keyword: a hard tempo swing on a good turn, a cantrip on a bad one, never a blank. The sorcery speed is the honest cost here. You cannot hold this up as a combat trick or an end-step blowout, so the bounce is purely proactive, a turn you spend rather than a window you exploit.

Essence Fracture (ons)
ONS · #82uncommon
Pricing
Normal: $0.13
Foil: $0.50
Oracle Text

Rules text

Return two target creatures to their owners' hands. Cycling 2 generic manaBlue mana (2 generic manaBlue mana, Discard this card: Draw a card.)
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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