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CardName: Mana Scars Cost: 2R Type: Sorcery Pow/Tgh: Rules Text: Mana Scars deals 3 damage to target player. Whenever a land enters the battlefield under you control, if Mana Scars is in your graveyard, you may have Mana Scars deal 1 damage to target player. Flavour Text: Set/Rarity: Sienira's Facets Common

Mana Scars
{2}{r}
 
 C 
Sorcery
Mana Scars deals 3 damage to target player.
Whenever a land enters the battlefield under you control, if Mana Scars is in your graveyard, you may have Mana Scars deal 1 damage to target player.
Updated on 18 Feb 2016

History: [-]

2010-10-21 23:41:09: someone created the card Mana Scars
2010-10-21 23:41:09: someone created the card Mana Scars
2010-10-21 23:41:09: someone created the card Mana Scars

I wanted both the sorcery colours to have some sorcery at common that was a potential win condition, while still being common and not stupid-strong.

The set has only a single card that can remove a sorcery from an opponent's graveyard, which makes this a serious source of damage over time. 4R is probably not an unreasonable cost.

Having played against it, I don't think it's a problem at 2R. It doesn't affect the board state at all. It does mean the red mage has time on his side, but I kinda like that. Incentives to make the game not drag on indefinitely. Nonetheless, I'd be interested in others' thoughts.

Having played /with/ it, I also think it's fine as is.

It may be slightly more potent in constructed, though - with only 1 copy in my deck I've often got no lands in hand when I draw it. If I can draw it more reliably by turn 3, and potentially get 2 of them landfalling at once, it may be a bit nastier.

Good point, and that deck would definitely be something to check out when we test some SF constructed decks. But I think that's likely also fine by constructed standards.

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