← MTG Rules

Rules guide · Sorcery

Wrap in FlamesHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Theros Beyond Death· January 24, 2020
Carte Magic Wrap in Flames

Wrap in Flames 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

Wrap in Flames deals 1 damage to each of up to three target creatures. Those creatures can't block this turn.

Complete guide

Looking to clear the path for a lethal swing? Wrap in Flames is a versatile red sorcery that pings multiple targets and prevents them from interfering with your combat phase. It is an excellent tool for removing small blockers or simply neutralizing larger threats for a turn.

What It Does

Wrap in Flames allows you to select up to three target creatures. When it resolves, it deals 1 damage to each of them and applies a debuff that prevents them from blocking for the rest of the turn. This effect persists even if the damage is prevented by another ability.

Step-by-Step Resolution

First, you choose up to three targets as you cast the spell. Upon resolution, the game checks if the targets are still legal. If a target is still legal, Wrap in Flames deals 1 damage to it and then applies the 'can't block' effect. If a target has become illegal (for example, it gained Hexproof), it is neither damaged nor restricted from blocking.

Important Clarifications

A common point of confusion involves damage prevention. If a creature has protection from red or a shield counter, the 1 damage might be prevented, but the creature still cannot block. The 'can't block' effect is not dependent on the damage actually being dealt, only on the creature being a legal target during resolution.

When to Play It

Timing is key since this is a Sorcery. You must cast it during one of your main phases before you move to combat. It is most effective when your opponent has exactly three blockers or a handful of 1-toughness creatures that you can remove from the board entirely.

Interaction examples

Clearing the Way with Extra Mana

If your opponents have many tapped lands, cast Mana Geyser first to generate a large pool of red mana. Use that mana to cast Wrap in Flames to disable your opponent's three best blockers, then use your remaining mana to cast more threats before attacking.

Finding the Solution

With your commander on the battlefield, cast Jeska's Will to both generate mana and exile the top three cards of your library. If Wrap in Flames is among the exiled cards, use the generated red mana to cast it immediately, neutralizing the opponent's defenses before your combat phase.

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

How it works : Wrap in Flames

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The “can’t block” effect applies to each of the targeted creatures—and to only those creatures—even if Wrap in Flames deals no damage to one or more of them (due to a prevention effect, for example) or if Wrap in Flames deals damage to a different creature (due to a redirection effect).

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If any of the targeted creatures is an illegal target by the time Wrap in Flames resolves, it won’t be dealt damage and will be able to block. The other targeted creatures will still be affected.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerbrawlcompetitivebrawlpaupercommanderduelpredh
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Wrap in Flames

No archived Top 8 deck with this card yet.

Explore the meta
Official source