Fiery Fall
Six mana for five damage to a single creature is a rate nobody builds a deck around, and that is the design intent: the headline mode is a floor, not a feature. What you are actually buying is the basic landcycling clause, which turns a stranded, uncastable card into a fetch for your missing color or land drop the moment mana screw threatens to lose you the game. This belongs to the dual-mode tradition where the expensive top-line effect exists mainly to justify a slot the cheap secondary mode keeps live: pitch it early to dig toward a curve, or hold it as a maybe-spell when the board finally stalls into a topdeck war. The instant-speed printing is what makes that flexibility worth more than the clunky rate suggests, because it defers the decision to the point of maximum information: you can sit on the card, cycle it on your own turn if you need the land, or hold removal up when a five-damage answer to one creature is suddenly the only thing that matters. It is mana-fixing wearing a removal spell's clothes, insurance against color screw and land drought, the failure states that quietly cost more games than any single attacker ever does. Keeping the hand pliable rather than committing a mode too soon is the whole bargain, and the reward is that the dead draw is never fully dead.

Rules text
Format Status
More formatsFewer formats
Other printings
- Foundations Jumpstart#546
- Double Masters 2022#109
- Commander 2021#170
- Planechase Anthology#43
- Conspiracy: Take the Crown#156
- Modern Masters 2015#113
- Duel Decks: Speed vs. Cunning#29
- Modern Masters#113










