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Moxonomy

Forget

SorceryBlue manaBlue mana

A loot spell that forgot to be one. The structure looks like card filtering: pitch two, draw two, churn past dead draws. But the order is fixed and the ratio is one-to-one, so the math actually runs against you. Cast it from your hand and you have spent a card to play it; force the discard of two, draw two back, and you net minus one for the privilege. There is no extra card, no selection beyond which two you choose to throw away, no advantage hiding in the symmetry of the trade. The design lands in an awkward place between disruption and card draw and commits to neither: it can target an opponent, but forcing a foe to swap two cards for two fresh ones is closer to a favor than a Mind Rot. This is filtering from before its pricing had settled, and the looting math reads like an early draft of the math that later designs got right. The lesson those designs internalized was that looting has to bend the ratio to matter, either drawing before discarding (so you keep what you draw rather than feeding it to the spell) or simply netting a card somewhere in the exchange. Here, the only honest use is digging through your own dead draws while paying a card for the dig, which is a steep tax to spend two blue mana on at sorcery speed.

Forget (6ed)
6ED · #70rare
Pricing
Normal: $0.36
Foil:
Oracle Text

Rules text

Target player discards two cards, then draws as many cards as they discarded this way.
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

2 sets
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