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Rules guide · Instant

Burning HandsHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Adventures in the Forgotten Realms· July 23, 2021
Carte Magic Burning Hands

Burning Hands is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.

Complete guide

Burning Hands is a specialized removal spell that offers incredible efficiency against certain opponents. While it provides a standard amount of damage for most targets, it becomes a devastating force when aimed at green permanents. Knowing how to maximize its scaling damage is key to controlling the board.

What It Does

Burning Hands is an instant that targets a single creature or planeswalker. By default, it deals 2 damage to that target. However, it contains a conditional replacement effect: if the targeted permanent is green at the time the spell resolves, the damage is increased to 6. This makes it a premier 'hate' card against green-based decks.

How It Resolves Step by Step

First, you choose a legal target creature or planeswalker as you cast the spell. When Burning Hands begins to resolve, the game checks the colors of the target. If the target is green, the spell deals 6 damage. If the target is not green, or if it has lost its green color due to another effect, it deals only 2 damage. The damage is dealt all at once.

Common Mistakes

A frequent error is assuming the damage is locked in when the spell is cast. The check for whether the permanent is green happens only during resolution. If an opponent uses an effect to change their creature's color to blue or white before Burning Hands resolves, the damage will drop from 6 to 2. Additionally, remember that this spell cannot target players or non-creature, non-planeswalker permanents.

When to Play It

This spell is best utilized in the early to mid-game to remove high-toughness green threats that normally dodge red damage spells. Because it is an instant, you can use it during combat to finish off a large blocker or in response to an opponent's loyalty ability to remove a planeswalker before they generate too much value.

Interaction examples

Standard Removal

You cast Burning Hands targeting a 2/2 white creature. Upon resolution, the game checks the color, sees it is not green, and deals 2 damage, destroying the creature.

Redirecting the Heat

You cast Burning Hands targeting your opponent's green creature. Your opponent responds with Deflecting Swat, changing the target to your own non-green creature. When Burning Hands resolves, it checks the new target, sees it is not green, and deals only 2 damage instead of 6.

Vanishing Targets

You cast Burning Hands targeting a green creature. In response, an opponent casts Chaos Warp on that same creature. Chaos Warp resolves first, shuffling the creature away. When Burning Hands tries to resolve, its only target is gone, so the spell is removed from the stack and does nothing.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Burning Hands

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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