Psychic Venom 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.
Official card text
Enchant land Whenever enchanted land becomes tapped, this Aura deals 2 damage to that land's controller.
Complete guide
Psychic Venom is a classic blue enchantment that turns your opponent's resource gathering into a painful experience. By attaching this Aura to a land, you force your opponent to choose between mana production and their own life total. It is a subtle but effective way to apply pressure in the early to mid-game.
What It Does
Psychic Venom is an Enchant Land Aura that punishes the controller of the enchanted land every time that land becomes tapped. It does not matter how or why the land becomes tapped; whether it is for mana, an ability, or an effect from another card, the trigger will occur.
How It Resolves Step by Step
First, you cast Psychic Venom by paying one blue and one generic mana, targeting a land on the battlefield. Once it resolves, the Aura sits on that land. The moment that land changes state from untapped to tapped, Psychic Venom's triggered ability goes on the stack. When that ability resolves, the player who currently controls the land is dealt 2 damage.
Common Mistakes
A common misconception is that Psychic Venom prevents the land from producing mana or that it only triggers when tapping for mana. In reality, the land still functions normally, and the damage is a separate triggered ability. Also, note that if the land's controller changes, the new controller is the one who will take the damage when they tap it.
When to Play It
Psychic Venom is most effective when your opponent is forced into a 'taxing' situation. When your opponent must spend every available mana to satisfy costs, the cumulative damage from Psychic Venom can quickly lead to their defeat. It excels in decks that demand opponents pay mana to stop your own advantages.
Interaction examples
If you have Rhystic Study on the field and enchant your opponent's land with Psychic Venom, they face a difficult choice. If they cast a spell and tap the enchanted land to pay the {1} for Rhystic Study, Psychic Venom triggers, dealing 2 damage to them. They must choose between giving you a card, or taking damage to prevent it.
When your opponent tries to cast a noncreature spell, Mystic Remora gives them the option to pay {4}. If they tap a land enchanted by Psychic Venom to help pay that {4}, the Aura triggers. This creates a scenario where your opponent is punished with damage simply for trying to prevent you from drawing extra cards.
If your opponent taps the enchanted land to add mana to their mana pool, Psychic Venom immediately triggers and goes on the stack on top of whatever spell or ability they were trying to use that mana for. The 2 damage will be dealt as soon as the trigger resolves, regardless of what the mana was spent on.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Psychic Venom
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Whenever the land is tapped for any reason, the ability triggers.
No other card is named in this ruling.
Legal formats
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Meta decks with Psychic Venom
No archived Top 8 deck with this card yet.



Rhystic Study
Mystic Remora