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Moxonomy

Thassa's Ire

EnchantmentBlue mana

A one-mana enchantment whose only function is a four-mana tap-or-untap, fireable as many times as your mana holds out. The tension is between the trivial deploy cost and the expensive activation: it enters doing nothing and exists to bank a repeatable effect for later. The tap line is removal-adjacent in the soft sense (the Frost Titan school of stranding a blocker or an attacker for a turn), while the untap line is the engine half, vigilance-on-demand for a creature with a worthwhile tap ability or a mana dork you want to milk twice. Neither mode is efficient at four mana a pop; the design assumes a late game where mana is abundant and a one-mana permanent has long since paid for its slot. Permanence is the actual point. An instant that did this once would go to the graveyard; here the ability stays put, a standing threat of activation that quietly converts surplus mana into board control over a long game. It is the inverse of a tempo card: no early impact, no flash, just a cheap enchantment you leave in play and forget until the turn it starts to matter.

Thassa's Ire (jou)
JOU · #54uncommon
Pricing
Normal: $0.09
Foil: $0.56
Oracle Text

Rules text

3 generic manaBlue mana: You may tap or untap target creature.
Legalities

Format Status

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