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Moxonomy

Zap

Instant2 generic manaRed mana

The single point of damage is window dressing; the cantrip is the whole reason this exists. Most red instants are built the other way around, with a small rider stapled to a burn spell to make the damage go further. Here the structure inverts: the burn is the rider, and replacing itself is the job. One damage is enough to clear a token, finish a creature already trading down in combat, or knock the last loyalty off a planeswalker, and that thin sliver of relevance is exactly the point. You almost never lack a legal target worth a single point, so the spell cycles itself while doing one minor useful thing on the way out. That puts it in the long tradition of "draw a card plus a tiny effect" instants whose job is to smooth a deck's draws and keep the engine spinning, not to deal meaningful damage. The design tension is between relevance and replacement, and it lands hard on replacement: a marginal target is fine because the cantrip means you spent a turn cycling, not a card from your grip. Decks that prize consistency over raw reach are the ones that want this, where a fresh look at the top of the library is worth more than three points to the opposing face would be.

Zap (inv)
INV · #180common
Pricing
Normal: $0.23
Foil: $1.49
Oracle Text

Rules text

Zap deals 1 damage to any target. Draw a card.
Legalities

Format Status

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