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Moxonomy

Terashi's Cry

Sorcery — Arcane3 generic manaWhite mana

Spending four mana to tap three creatures at sorcery speed is a strange rate, and that strangeness is the whole identity here. As a pre-combat play, the math is honest enough: cast it in your first main phase and those three potential blockers are tapped down for the combat step that follows, the same path-clearing job a Falter effect does, just paid for in white rather than red and committed before attackers are declared instead of at instant speed. What the Arcane subtype was meant to redeem is the cost. Lacking Splice onto Arcane itself, it can only serve as the base spell that other splice cards ride onto, so the tapping becomes one rider among several on a single cast rather than the entire reason to spend the mana. Outside that web, the line is brutal: no damage, no lasting effect, no instant-speed flexibility, just three tapped creatures and a turn spent. The deck around it has to supply the payoff, whether that is the swing the tap enables or an Arcane shell that makes the cast do double duty. This is a card that only resolves into something worth playing as part of a system, a reminder that the splice era priced its components on the assumption they would rarely be cast on their own.

Terashi's Cry (chk)
CHK · #47common
Pricing
Normal: $0.11
Foil: $0.25
Oracle Text

Rules text

Tap up to three target creatures.
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
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