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Moxonomy

Go for Blood

Sorcery1 generic manaRed mana

Fight spells live or die on their dead draws: with no creature to point them at, or an empty board, they rot in hand. Cycling is the escape hatch, turning a stranded removal card into a fresh draw for a single mana, and that pairing is the entire strategic logic. Red's answer to a creature that has outgrown Lightning Bolt range has always leaned on fight rather than clean burn, and fight is a fickle tool: it demands you already control a body big enough to win the exchange, and it punishes you when the board does not cooperate. Trading your own creature into a death is the tax fight pays for costing so little. Cycling reframes that risk. A fight spell that is never fully dead has a floor of a cantrip and a ceiling of two-mana removal that can also drag a blocker out of the way so your attacker connects. That floor is what earns a fight card a maindeck slot in a deck that cannot promise a fat creature early. The design is less about the fight than about removing every reason not to run one.

Go for Blood (j22)
J22 · #540common
Pricing
Normal: $0.10
Foil:
Oracle Text

Rules text

Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.) Cycling 1 generic mana (1 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
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

2 sets
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