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Rules guide · Enchantment

Fiery InscriptionHow it works & interactions with other cards

By the ManaCount desk· 3 min read· The Lord of the Rings: Tales of Middle-earth· June 23, 2023
Carte Magic Fiery Inscription

Fiery Inscription 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

When this enchantment enters, the Ring tempts you. Whenever you cast an instant or sorcery spell, this enchantment deals 2 damage to each opponent.

Complete guide

Fiery Inscription is a powerful red enchantment from the Lord of the Rings: Tales of Middle-earth set that rewards spellcasters with both utility and direct damage. It combines the flavorful 'The Ring tempts you' mechanic with a potent damage engine that scales with every spell you cast.

Burn and Temptation

Fiery Inscription serves two roles. First, when it enters the battlefield, the Ring tempts you. This creates an emblem or advances your current Ring's progress and lets you choose a Ring-bearer. Second, it features a triggered ability that deals 2 damage to each opponent every time you cast an instant or sorcery spell.

The Stack and Resolution

When you cast an instant or sorcery, the damage trigger from Fiery Inscription is put on the stack on top of that spell. This means the 2 damage will resolve and be dealt to your opponents before the spell that triggered it actually happens. If you cast multiple spells in response to one another, each one will create a separate trigger.

Common Pitfalls

A common mistake is forgetting that the Ring tempts you even if you do not control any creatures. You still get the emblem and progress the Ring's abilities. Additionally, note that this triggers on 'casting' a spell; if a spell is countered, the 2 damage has likely already been dealt because the trigger resolves independently of the spell's success.

When to Play It

This card is best suited for 'Spellslinger' decks that aim to cast many low-cost instants and sorceries in a single turn. It is particularly effective in multiplayer formats like Commander, as it deals damage to each opponent simultaneously, tripling its efficiency in a four-player game.

Interaction examples

Setting the Stage

You cast Fiery Inscription. When it enters the battlefield, its first ability triggers. You gain The Ring emblem (if you don't have it) and it gains its first ability. You then choose a creature you control to be your Ring-bearer.

Escaping the Grave

With both enchantments on the field, you cast an instant from your graveyard using the escape ability provided by Underworld Breach. Because you are still 'casting' the spell, Fiery Inscription triggers and deals 2 damage to each opponent before that instant resolves.

Damage Comparison

While Impact Tremors deals 1 damage when a creature enters, Fiery Inscription deals 2 damage when you cast a spell. If you cast a sorcery that creates a creature token, both will trigger: Inscription triggers when you cast the sorcery, and Impact Tremors triggers later when the token actually enters the battlefield.

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

How it works : Fiery Inscription

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Fiery Inscription's second triggered ability will resolve before the spell that caused the ability to trigger.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Each time the Ring tempts you, you must choose a creature if you control one.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Each player can have only one emblem named The Ring and only one Ring-bearer at a time.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatormodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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