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Rules guide · Instant

Delayed Blast FireballHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Delayed Blast Fireball

Delayed Blast Fireball 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.

01

Official card text

Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead. Foretell {4}{R}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Complete guide

Delayed Blast Fireball is a versatile red instant that rewards you for planning ahead or utilizing exile-based synergies. This card acts as a powerful one-sided board wipe that can scale its damage significantly if timed correctly. By leveraging its Foretell ability or other exile effects, you can turn a minor shock into a devastating blast.

What It Does

Delayed Blast Fireball deals damage to each opponent and every creature they control, ensuring your own board remains untouched. The spell has two power levels: it deals 2 damage if cast from your hand, but this jumps to 5 damage if the spell was cast from exile. It also features the Foretell mechanic, allowing you to pay 2 mana to exile it face down during your turn and cast it later for its Foretell cost of 4RR.

How It Resolves Step by Step

First, the game checks where the spell was cast from as it begins to resolve. If it originated from the exile zone—whether via Foretell, a 'play from exile' effect, or a keyword like Cascade—it triggers the replacement effect for 5 damage. Next, it deals that damage simultaneously to every opponent and each creature those opponents control. Finally, the spell is put into the graveyard unless another effect specifies otherwise.

Common Mistakes

A frequent error is trying to cast the card via Foretell on the same turn it was exiled; remember that Foretell specifically requires you to wait until a later turn to cast it. Additionally, players often assume it only deals 5 damage if the Foretell cost was paid. In reality, any effect that allows you to cast the spell from exile will trigger the 5-damage bonus, even if you are using an alternative cost or casting it for free.

When to Play It

Use this card as an instant-speed response to an opponent's combat phase or at the end of their turn to clear their board before yours starts. If you are facing a deck with small tokens, the 2-damage mode from your hand might be sufficient. However, against larger threats, exiling it early via Foretell ensures you have a 5-damage sweeper ready to go when the board state becomes too dangerous.

Interaction examples

The Foretell Cycle

On turn two, you pay 2 mana to use the Foretell special action, moving Delayed Blast Fireball from your hand to the exile zone face down. On turn six, you pay the Foretell cost of 4RR. Because the spell is cast from exile, it deals 5 damage to each opponent and their creatures instead of the standard 2.

Changing the Target

If you cast Delayed Blast Fireball, an opponent might respond with Deflecting Swat to change the targets. However, because Delayed Blast Fireball does not use the word 'target' and instead affects 'each opponent' and 'each creature they control,' Deflecting Swat will have no effect on who receives the damage.

Interacting with Non-Permanents

If an opponent attempts to use Chaos Warp on one of your permanents, you can respond by casting Delayed Blast Fireball from exile. If the Fireball resolves first, it may clear the opponent's creatures, potentially removing the very threat you were worried about before your own permanent is shuffled away by Chaos Warp.

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

How it works : Delayed Blast Fireball

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Delayed Blast Fireball deals 5 damage if it was cast from exile for any reason; it doesn't have to be from its foretell ability.

    Card named in this ruling

  2. #2· Wizards of the Coast

    Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.

    Card named in this ruling

  3. #3· Wizards of the Coast

    Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.

    Card named in this ruling

  4. #4· Wizards of the Coast

    If you're casting a foretold card from exile for its foretell 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 card has any mandatory additional costs, those must be paid to cast the spell.

    Card named in this ruling

Related cards and tokens

02

Legal formats

legacyvintagecommanderoathbreakerdueltlr
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