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Moxonomy

Light 'Em Up

Sorcery1 generic manaRed mana

Casualty is the mechanic that lets a spell eat a body to duplicate itself, and here it is bolted onto a small piece of removal. The base rate puts two damage on a single creature or planeswalker: a trade a red deck makes without ceremony. Sacrifice a creature with power two or greater as you cast, though, and the spell copies, so the same two mana answer twice. What keeps that from being a free two-for-one is the cost of the copy: the fodder is a creature you already control, and it has to be worth more as a second kill than as a blocker left on the battlefield. You need expendable power sitting there before the spell is even worth casting at full value. The retarget is optional (the trigger says you may pick a new target), so this is genuinely two spells resolving one after another: aim both at the same threat for four damage stacked onto one problem, or split them across the board when you have two. That range is the appeal, from a clean single removal to a double answer, with the sacrifice priced as a real decision rather than a rubber stamp. It is casualty at its most transactional, converting a body you were about to lose anyway into a second removal spell.

Light 'Em Up (snc)
SNC · #113common
Pricing
Normal: $0.08
Foil: $0.06
Oracle Text

Rules text

Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.) Light 'Em Up deals 2 damage to target creature or planeswalker.
Legalities

Format Status

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