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Moxonomy

Play with Fire

InstantRed mana

A functional Shock that hands back part of what the missing point costs. The debate over red one-mana burn has always hinged on that gap: three is the number that kills the relevant creatures and closes games, so any spell that offers two has to justify why. This one pays the toll in information. The scry rider is narrow by design: it fires only when the two damage hits a player, not when you point it at a creature or planeswalker, which means the card-selection bonus is tied to using the spell as reach rather than removal. That is the whole tension. When you burn something down, you get a strictly-worse Bolt and nothing else; when you throw it at a face, you smooth your next draw as a reward for spending the card on damage instead of defense. It sits in red's long line of attempts to reprint Lightning Bolt without reprinting Lightning Bolt: Searing Blood asks for a kill, Skewer the Critics wants spectacle. This one asks nothing up front, offering a gentler compromise where the compensation only shows up in the aggressive line. That is a quietly clever way to make the second-best rate feel like a choice: you trade a point of damage you do not always need for a peek that filters your next draw, but only when you have already committed to the plan the extra damage was for.

Play with Fire (mid)
MID · #390uncommon
Pricing
Normal: $0.85
Foil: $0.82
Oracle Text

Rules text

Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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

2 sets
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