Skip to content
Moxonomy

Seismic Spike

Sorcery2 generic manaRed manaRed mana

Every Stone Rain descendant pays the same toll: spending four mana to strip a land sets you a full turn behind your own development, hobbling the attacker alongside the defender. This one hands part of that toll back. The destroyed land returns Red manaRed mana on resolution, so the real outlay is two generic mana plus the card to peel a permanent off the board. The refund only matters if you have somewhere to put it, and that somewhere has to be ready at sorcery speed with red pips waiting: a burn spell to point at the opponent's face, a second land-destruction spell already in hand to push the lock further, a creature you can cast in the same main phase. A deck that treats land destruction as a single act of disruption gets nothing from the rebate; one built to chain its mana forward gets a smoother turn for the same effect. Red's mana denial has always depended on converting a tempo lead into a finish before the opponent rebuilds, and the returned mana is a small lubricant on that conversion rather than a new gear. It stays a supporting tool in that toolbox: the four-mana baseline effect, with the tempo sting partially defrayed for anyone positioned to spend the refund the moment it arrives.

Seismic Spike (rav)
RAV · #141common
Pricing
Normal: $0.14
Foil: $0.72
Oracle Text

Rules text

Destroy target land. Add Red manaRed mana.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
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
N/A
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Quick navigation
move selectesc close