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Moxonomy

Inquisition

Sorcery2 generic manaBlack mana

The whole effect hangs on a count of white cards in the opponent's hand, which means the damage it deals is a property of what they happened to draw, not anything the caster controls. Against a deck running no white, it reveals the hand and accomplishes nothing else; against a heavy white hand it can deal a surprising chunk, but only when you least need the burn and least need the information. The name promises interrogation, and the reveal-the-hand clause delivers it, but the payout was wired to a metagame variable nobody can plan around: it punishes color choice rather than stripping a resource. This is the asymmetric, opponent-dependent damage the design culture of the era kept experimenting with before settling on the cleaner template black hand-disruption would inherit, where you look at the hand and then take a card, the information serving the decision instead of feeding a damage formula. What makes Inquisition worth a second look is precisely that it is a road not taken: a moment when revealing a hand was a means to deal damage based on what an opponent was holding, not yet a means to make them discard it. The later discard spells solved the same itch by reframing the question entirely.

Inquisition (drk)
DRK · #47common
Pricing
Normal: $0.24
Foil:
Oracle Text

Rules text

Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
Legal
Premodern
N/A
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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