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Moxonomy

Puncturing Light

Instant1 generic manaWhite mana

The condition is the entire engineering problem. White destroys the target outright, but only after the creature has committed to combat and only if its power stays at three or below: a double gate that prices the spell in patience rather than mana. You cannot point it at an untapped threat parked on defense, and you cannot use it on the fat finisher that white removal has always struggled against. The spell does nothing until the opponent makes an attack-or-block decision, and then it only reaches the smaller end of the board. The reward for accepting those terms is that power three or less still covers a large share of the creatures that actually swing or trade, so within combat the answer is broad even though it is narrow everywhere else. Choosing "destroy" as the verb carries its own costs: indestructible creatures shrug it off entirely, and unlike exile-based answers it leaves graveyard-recursion engines fully intact. White has always written its cheap kill spells this way, as reactive combat instants that ask you to time the answer to a phase rather than fire it on your own turn. The lesson is structural to the color's design history: white is rarely handed clean, proactive removal, so its bargain-rate answers get reshaped into conditional ones that demand the opponent overextend first.

Puncturing Light (sir)
SIR · #40common
Pricing
Normal: $0.08
Foil: $0.13
Oracle Text

Rules text

Destroy target attacking or blocking creature with power 3 or less.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
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
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

2 sets
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