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Moxonomy

Floodwaters

Sorcery4 generic manaBlue manaBlue mana

Six mana to bounce two creatures is a tempo trade no constructed deck has ever wanted to make at that rate, and the design accounts for that. The card's real value lives in the cycling clause: at any point you draw it dead, two mana converts it back into a fresh card, so the worst case is a slightly expensive cantrip rather than a brick. That dual nature runs through the cycling cycle this belongs to: each card pairs an expensive, situational effect with a cheap escape hatch, so a control deck can run a few copies knowing they are never a liability in the matchups where the bounce is irrelevant. The double-bounce mode exists for the games it does matter (clearing two blockers, resetting a pair of enters-the-battlefield threats, buying a turn against a developed board), and the cycling exists for every other game. Read it not as a removal spell with an upgrade attached but as a cantrip with a removal mode stapled on for the rare turn you need it. The asymmetry in how often each half gets used is the design's honest accounting: the bounce is the exception, the draw is the rule, and pricing the cycling at two means you almost always have the choice.

Floodwaters (akh)
AKH · #53common
Pricing
Normal: $0.05
Foil: $0.28
Oracle Text

Rules text

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

Format Status

Standard
N/A
Pioneer
Legal
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
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
Printings elsewhere

Other printings

1 set
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