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Moxonomy

Master the Way

Sorcery3 generic manaBlue manaRed mana

The trick that keeps this from being a Lava Spike with cantrip stapled on is sequencing: it draws first, so the card you draw counts toward the damage. Fire it on an empty hand and you still throw at least one point; fire it with a stocked grip and the number climbs with every card you held back. That ordering rewards exactly the wrong instinct for most burn. A removal spell wants you to spend; this one wants you to hoard, converting a full hand into a five-mana finisher pointed at a face or a fattie. The cost is the cost: at five mana sorcery-speed, you are paying a premium for the flexibility of any-target damage plus a card, and the payoff only scales if your deck is built to sit on cards rather than dump them. It belongs to the family of hand-size-as-damage effects, the same conversion that gives Banefire its reach or lets a loaded grip turn into a kill in spell-heavy decks, but with the cantrip baked in so the spell never costs you a card on net. The result is a removal-burn hybrid that doubles as a finisher in any blue-red shell willing to play the long game, where the deciding turn is less about drawing the right answer and more about how many answers you already kept.

Master the Way (ktk)
KTK · #188uncommon
Pricing
Normal: $0.14
Foil: $0.32
Oracle Text

Rules text

Draw a card. Master the Way deals damage to any target equal to the number of cards in your hand.
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
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