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Moxonomy

Heretic's Punishment

Enchantment4 generic manaRed mana

A burn engine that turns your own library into ammunition, and the variance is the entire point. Five mana deploys it, then four per shot mills three cards and fires damage equal to the biggest mana value in that pile: a play that costs you cards off the top and hands you no control over the number. Mill three lands and you have spent the activation to deal nothing at all, since each one carries a mana value of zero; flip a fatty and you have launched a fireball at a player's face. The activation being color-light past the initial red commitment is a tell that the design knew the real cost lived elsewhere, in the cards you grind away and the chance you whiff entirely. The natural response is to build a deck that cannot miss, stacking the curve with high mana values so every press reads as a guaranteed haymaker, but that pushes against the same library it consumes. One clean wrinkle: the mill happens regardless of the result, so even a low roll still empties three cards, which can be the feature when self-mill or fueling a graveyard is the actual plan and the damage is incidental. A repeatable, untaxed source of damage that ignores most defensive lines is a powerful axis to own; the gamble baked into every activation means you are never holding a clock you can count on.

Heretic's Punishment (isd)
ISD · #147rare
Pricing
Normal: $0.13
Foil: $0.14
Oracle Text

Rules text

3 generic manaRed mana: Choose any target, then mill three cards. This enchantment deals damage to that permanent or player equal to the greatest mana value among the milled cards.
Legalities

Format Status

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