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Pyretic Charge

Pyretic Charge

Sorcery

rare

Discard your hand, then draw four cards. For each card discarded this way, creatures you control get +1/+0 until end of turn. Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

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Semantic Tags

Anthemmechanical

A permanent that gives a static power/toughness boost to your creatures.

Card Drawmechanical

Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.

A permanent or ability that lets you discard cards for value or at will.

Pumpmechanical

A spell or ability that gives a temporary power/toughness boost.

Tribalmechanical

Cares about creature types — lords, type-matters effects, and changeling.

Wheelsmechanical

Makes all players discard their hand and draw a new one. Named after Wheel of Fortune.

Format Legality

commanderlegal
oathbreakerlegal
modernnot legal
pioneernot legal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historicnot legal
explorernot legal
alchemynot legal

Price history

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Printings (2)

SetRarityTCGplayerCard KingdomCardmarket
Outlaws of Thunder Junction Commander#29rare···
Outlaws of Thunder Junction Commander#65rare···

Related Concepts

Plot

A keyword ability that lets a player exile cards from their hand and cast them without paying their mana cost on future turns. See rule 702.170, “Plot.”

Related Rules

116.2k

A player who has a card with plot in their hand may exile that card. This is a special action. A player can take this action any time they have priority during their own turn while the stack is empty. See rule 702.170, “Plot.”

702.170a

Plot is a keyword ability that functions while the card with plot is in a player’s hand. “Plot [cost]” means “Any time you have priority during your main phase while the stack is empty, you may exile this card from your hand and pay [cost]. It becomes a plotted card.”

702.170b

Exiling a card using its plot ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.”

702.170c

In addition to the plot special action, some spells and abilities cause a card in exile to become plotted.

702.170d

A plotted card’s owner may cast it from exile without paying its mana cost during their main phase while the stack is empty during any turn after the turn in which it became plotted. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. A plotted card may be cast this way even if it doesn’t have the plot ability while in exile.

702.170e

If an effect refers to plotting a card, it means performing the special action associated with a plot ability.

702.170f

An effect may allow the plot ability of a card to function in a zone other than a player’s hand. In that case, the card is exiled from the zone it is in as the action is taken rather than from its owner’s hand.

Rulings

2024-04-12

If you’re casting a plotted card from exile without paying its mana cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the plotted card has any mandatory additional costs, those must still be paid to cast the spell.

2024-04-12

Plot abilities are written “Plot [cost],” which means “Any time you have priority during your main phase while the stack is empty, you may pay [cost] and exile this card from your hand. It becomes plotted.”

2024-04-12

If a plotted card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

2024-04-12

You can’t cast a plotted card on the same turn it became plotted. On any future turn, you may cast that card from exile without paying its mana cost during your main phase while the stack is empty.

2024-04-12

Exiling a card using its plot ability is a special action. Once you announce you’re taking that action, no other player can respond by trying to remove that card from your hand.

2024-04-12

Pyretic Charge affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn and noncreature permanents that become creatures later in the turn won’t get +1/+0 for each card discarded this way.