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Moxonomy

Incinerating Blast

Sorcery4 generic manaRed mana

Six damage at five mana is enough to kill nearly anything with a toughness, but the number is not what pays the cost here: the rummage rider is. Big-mana red removal has always fought the same problem, which is that a slow, expensive kill spell is dead weight in the wrong half of a game, brilliant against a bomb and worthless against a board of tokens. Bolting the rummage clause onto the back turns the spell into a soft cushion against that variance: overkill against a small threat still cycles into whatever you actually needed, and the card you pitch can feed a graveyard rather than rotting in hand. That is the quiet design logic behind an otherwise plain effect. The optional discard matters too, since you never have to rummage when your hand is already lean, so the card degrades gracefully into a straight removal spell instead of forcing a bad trade. It is unglamorous by design, a common-level effect built to keep an aggressive-adjacent red deck from flooding on removal in the late game, and its whole value proposition is refusing to be a dead card when the six damage is more than you needed.

Incinerating Blast (fdn)
FDN · #90common
Pricing
Normal: $0.10
Foil: $0.15
Oracle Text

Rules text

Incinerating Blast deals 6 damage to target creature. You may discard a card. If you do, draw a card.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
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
Legal
COMPETITIVEBRAWL
Legal
TLR
N/A
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