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Moxonomy

Ray of Erasure

InstantBlue mana

A cantrip wrapped around a mill effect so small it barely registers, and that mismatch is the whole story. Milling one card off any player's library does almost nothing on its own; the line of text that matters is the delayed draw, which replaces the spell at the cost of a full turn of patience. The design is a study in the era's pricing of card advantage: a one-mana instant that nets you a card back, but only after a deliberate downbeat, so it never feels free. The mill clause reads less like a payoff than like an excuse to attach a draw to a one-mana spell without simply printing a strictly-better cantrip. What it actually does best is fix the top of your own library: point it at yourself, shave the card you do not want, and collect a fresh one on the next upkeep. That self-targeting flexibility is where the card's intent lives, even though the keyword reads as an attack. It belongs to a class of early blue filler built to smooth draws and feed graveyard-and-counting effects a single increment at a time, the kind of marginal advantage the game's first decade treated as worth a card slot. The patience tax is the design discipline holding it back from being a real tempo play; remove the upkeep delay and you have a very different, much louder card.

Ray of Erasure (ice)
ICE · #93common
Pricing
Normal: $0.17
Foil:
Oracle Text

Rules text

Target player mills a card. Draw a card at the beginning of the next turn's upkeep.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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