Gush
The free spell that taught a generation of blue mages what land really costs. Printed with a five-mana sticker price nobody ever pays, its actual cost is two Islands bounced to hand: a tempo hit you recoup by replaying lands you would draw anyway. That arithmetic is the whole card. In a deck built to refund the bounce (cantrips, cheap lands, ways to turn the floating mana into pressure), Gush is functionally a zero-cost draw-two that also thins the board and resets fetchable triggers. The genius and the danger both live in the alternative cost: it scales with how thoroughly you have abused the rest of your spells, so the more degenerate the shell, the closer to free it gets.
That made it a recurring restricted-list resident in formats where a free, repeatable card-advantage engine plus a graveyard or storm payoff was too much to leave open; Wizards has toggled it on and off the Vintage restricted list more than once, treating it less as a card than as a knob for how fast blue is allowed to draw. Strip away the era-specific combo decks it has anchored and the underlying design lesson holds: a spell with a non-mana alternative cost is only ever as fair as the cheapest way to satisfy it, and Gush asks for the one resource every deck already has in surplus.

Rules text
Format Status
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Other printings
- Mystery Booster 2#164
- Eternal Weekend#2022a
- The List#DD2-27
- Magic Online Promos#61056
- Duel Decks Anthology: Jace vs. Chandra#27
- Vintage Masters#72
- Duel Decks: Jace vs. Chandra#27
- World Championship Decks 2001#ab82








