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Moxonomy

Marvelous Melee

Instant4 generic manaRed mana

Six damage on an instant is more than red usually spends a card on: the color kills small things cheaply and has always had to stack spells or lean on fight effects to fell anything genuinely large. That fixed six answers almost any single threat short of the true giants, capping out only against creatures with seven or more toughness. What five mana buys here is coverage, not efficiency, filling the gap on the fat midrange body red cannot cleanly touch on its own. The basic landcycling floor is the load-bearing piece of the design. An over-costed removal spell that eats a card and a chunk of tempo becomes a liability in any game that is not asking for it, so cycling it away for two converts a stranded answer into a fetched basic. That conversion is the whole point: expensive, situational removal that never rots in hand, because the fail case is smoothing your mana. Early, it is fixing; late, it is a kill spell for the biggest thing still in range. The inflated rate is the price of a card that always has a job, and the ability to swap it for a land is what pays that price.

Marvelous Melee (msc)
MSC · #549common
Pricing
Normal: $0.22
Foil:
Oracle Text

Rules text

Marvelous Melee deals 6 damage to target creature. Basic landcycling 2 generic mana (2 generic mana, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
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
N/A
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