Magma Jet
Two damage at instant speed has never been the selling point here; the scry 2 is. Burn in this color has always been priced on raw efficiency, and pure damage-per-mana is where Lightning Bolt and its descendants live. This took the other road: pay a damage point relative to the gold standard, and get a look at the top two cards of your deck in exchange, keeping or bottoming each to set up your next draws. That trade reframes what a removal spell is for. A deck built on this card isn't just clearing a blocker or pointing reach at a face; it's smoothing its draws while it does so, digging toward more gas or burying flooded lands. The scry resolves whether the damage mattered or not, which means even a Magma Jet pointed at an empty board is still doing work no plain two-damage instant could. That's the design lesson it quietly taught: card selection bolted onto an efficient effect raises the floor of the whole spell, because the worst-case mode is never truly blank. The later removal spells that paired filtering with damage owe their template to this idea, even when they spend the selection differently.

Rules text
Format Status
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Other printings
- Jumpstart#346
- Modern Masters 2017#100
- Duel Decks Anthology: Jace vs. Chandra#52
- Duel Decks: Heroes vs. Monsters#22
- Magic Online Promos#36162
- Magic Online Theme Decks#B22
- Friday Night Magic 2009#1
- Duel Decks: Jace vs. Chandra#52








