Skip to content
Moxonomy

Repulsor Rays

SorceryRed mana

Three damage to a creature for a single red mana is a rate that reaches back to the earliest days of the game, and the design tension has never shifted: pure creature removal that can't touch a player, priced to compete with the burn spells that can. Where a spell that reaches the face carries a premium for that flexibility, this one trades reach for a clean, unconditional kill on anything with three or less toughness at sorcery speed. The restriction to creatures is the entire cost structure: no flinging it upstairs for the last points, no answering a planeswalker, no instant-speed ambush mid-combat. This is the one-mana red answer built to fold aggressive boards and pick off the mana dorks and value engines that fuel a table, doing the same structural work as its ancestors without pretending to be a burn spell. The sorcery timing matters more than the damage number: the spell has to be cast into an open board rather than held back as a bluff, which turns it into a planned removal card instead of a reactive threat of one. It is honest, narrow, and exactly as good as the rate has always been.

Repulsor Rays (msc)
MSC · #854common
Pricing
Normal: $0.96
Foil:
Oracle Text

Rules text

Repulsor Rays deals 3 damage to target creature.
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
Legal
Quick navigation
move selectesc close