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Moxonomy

Irencrag Feat

Sorcery1 generic manaRed manaRed manaRed mana

The math is the trap. Four mana produces seven red, a net of three, but the fine print collapses the turn: once this resolves, you can cast only one more spell, and everything else in your hand goes dead until next turn. That constraint reroutes the whole payoff. This is not ramp in the sense of building toward a bigger board over successive turns; it is a burst designed to point all seven red at a single, oversized target and then close the door. The lineage runs through the old rituals (Seething Song, Desperate Ritual, the Dark Ritual family) that traded card economy for a mana spike, but those left the turn open to chain into whatever you drew. Here the spell you are ramping into is the last one you get, so the reward has to justify spending the whole turn on it: an X-cost finisher big enough to kill in one shot, or a haymaker whose singular impact outweighs everything you left in hand. That is a sharper deckbuilding tax than the raw efficiency suggests, and it is the real design decision baked into the card. The seven red is the bait; the one-more-spell clause is what forces you to build the payload-first shell that can actually cash it in, where the fireworks are all-or-nothing rather than incremental.

Irencrag Feat (peld)
PELD · #127prare
Pricing
Normal: $0.91
Foil: $1.81
Oracle Text

Rules text

Add seven Red mana. You can cast only one more spell this turn.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
Printings elsewhere

Other printings

2 sets
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