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Moxonomy

Flame Slash

SorceryRed mana

Four damage for a single red mana is a rate that ignores almost the entire creature curve, and the sorcery clause is the whole price. Most red removal is built to be flexible: instant-speed reach, the option to point it at a face. This trades both away. It cannot be a combat trick, cannot answer a flash threat, cannot finish a player; it works only in your main phase, against almost any creature that has ever cared about being four-toughness or smaller. The contrast with Lightning Bolt is the design conversation here. Bolt buys flexibility (instant speed, any target) and caps its damage at three. This buys a damage threshold high enough to kill the four-toughness midrange creatures Bolt cannot, and pays for it by surrendering everything that makes Bolt a tempo and reach tool both. That tradeoff is why the two coexist rather than compete: one is the answer you hold up, the other is the answer you cast on your turn to clear the board's biggest obstacle. It is the cleanest expression of red's "kill anything for a mana, but only on your terms" school, and the reason it stays relevant in formats that have long outgrown its era is that the things worth killing keep getting bigger while the cost stays at one.

Flame Slash (cn2)
CN2 · #157common
Pricing
Normal: $0.28
Foil: $4.86
Oracle Text

Rules text

Flame Slash deals 4 damage to target creature.
Legalities

Format Status

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

Other printings

5 sets
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