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Rules guide · Instant

ShockHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Marvel Super Heroes Commander· June 26, 2026
Carte Magic Shock

Shock 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

Shock deals 2 damage to any target.

Complete guide

Shock is a foundational Red instant that defines efficiency and simplicity in Magic: The Gathering. For just one mana, it provides a versatile answer to small threats or a finishing blow to an opponent's life total.

What It Does

Shock is a targeted damage spell. Its Oracle text specifies 'any target,' which means you can choose to damage a creature, a player, or a planeswalker. The spell is an instant, allowing you to cast it at any time you have priority, including during your opponent's turn or in response to their spells.

Resolution Step-by-Step

First, you cast Shock by paying one red mana and choosing a single legal target. Once the spell is on the stack, players can respond with other spells or abilities. Upon resolution, Shock checks if its target is still legal. If the target has gained hexproof or left the battlefield, Shock is removed from the stack and does nothing. If the target is legal, Shock deals 2 damage to it.

Common Mistakes

A common mistake is forgetting that damage to a player does not automatically damage their planeswalkers. Since 'any target' includes planeswalkers directly, you must choose the planeswalker as the target if you want to remove its loyalty counters. Another error is trying to split the damage; Shock deals all 2 damage to a single target only.

When to Play It

Shock is best used to remove 'mana dorks' or aggressive early-game creatures before they can impact the board. In the late game, it serves as a 'burn' spell to reduce an opponent's life to zero if they are at 2 or less health. Because it is an instant, holding it to cast during an opponent's end step is often a strategic way to keep your mana open.

Interaction examples

Comparing Efficiency with Lightning Bolt

While both cards cost a single red mana and target anything, Lightning Bolt deals 3 damage instead of 2. In formats where Lightning Bolt is legal, it is strictly more powerful, but Shock remains a staple in environments where the higher damage threshold is unavailable.

Versatility Over Abrade

If your opponent has a creature with 2 toughness and 1 life remaining, Shock can target the creature or the player. In contrast, Abrade offers more damage (3) or artifact destruction, but it cannot target a player. Shock's ability to hit 'any target' makes it a better finisher.

Timing Against Sudden Shock

If you cast Shock, your opponent can respond with a spell to protect their creature. However, if you cast Sudden Shock, the 'Split second' ability prevents anyone from casting spells or activating non-mana abilities until it resolves. Both deal 2 damage, but Sudden Shock is much harder to stop.

Getting Extra Value with Staggershock

Shock deals 2 damage once for one mana. Staggershock costs three mana for the same 2 damage, but its Rebound ability allows you to cast it a second time for free during your next upkeep, effectively dealing 4 damage over two turns for a single card.

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

How it works : Shock

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Interactions with other cards

These cards' text mentions Shock.

03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemypaupercommanderduelpremodernpredhtlr
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