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Moxonomy

Magic Missile

Sorcery1 generic manaRed manaRed mana

The uncounterable clause is flavor doing structural work: a Magic Missile, in the tabletop game it borrows its name from, never misses, so countermagic can't knock it off the stack. That conceit justifies the rider, and the licensed name earns its text rather than reskinning a generic burn spell. Underneath sits a three-damage split, the same trick Fire and Arc Lightning built their reputations on: point the whole load at one thing or spread it across a board of small blockers and mana dorks. The flexibility costs real mana, though, and the sorcery-speed limit ties it to your own turn, which changes how you use the division. Fire can react on the opponent's clock; this one is a plan you execute proactively, clearing two creatures or dumping all three into a face, not a response you sit on. The can't-be-countered rider nudges it toward being a dependable finisher: against control, a damage spell only matters if it resolves, and the flavor promise that the missile always lands doubles as the mechanical guarantee that countermagic won't stop it.

Magic Missile (afr)
AFR · #401uncommon
Pricing
Normal: $0.36
Foil: $0.81
Oracle Text

Rules text

This spell can't be countered. Magic Missile deals 3 damage divided as you choose among one, two, or three targets.
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

1 set
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