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Moxonomy

Thunderous Wrath

Instant4 generic manaRed manaRed mana

The whole card lives in a single coin flip. Pay the printed price off the top of your hand and you are spending six mana on five damage, a rate so far beneath the curve that no deck would willingly run it for that purpose. The miracle clause inverts the math: reveal it as the turn's first draw and the same five damage costs a single red, one of the steepest discounts the mechanic ever offered. That gulf between what the card asks of your hand and what it asks of a fresh draw is the entire design, and the chasm is intentional. You pay enormously, in deckbuilding cost and in dead cards, for surrendering control over when the spell happens. You cannot will it to the top on the turn you need it. You can only load up on draw and dig effects to tilt the odds, then accept that the rest of the time it sits in your grip as overpriced burn you would rather not cast. That is the tension miracle was built to interrogate: a payoff so large it bends a whole deck around it, gated behind a trigger you never fully own. Hit it at the top with a target waiting and it plays like a free burn spell; catch it in any other window and the printed cost explains, all over again, why it reads the way it does.

Thunderous Wrath (avr)
AVR · #160uncommon
Pricing
Normal: $0.22
Foil: $1.73
Oracle Text

Rules text

Thunderous Wrath deals 5 damage to any target. Miracle Red mana (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

1 set
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