Bombardment {R}
Sorcery
Until end of turn, cards you own that aren’t on the battlefield lose all card types, costs, names, and abilities and become red sorceries named Missile that cost {R} with “Missile deals 2 damage to any target.”
Illustrated by James Arnold
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Explorer
- Not Legal
- Modern
- Not Legal
- Historic
- Not Legal
- Legacy
- Not Legal
- Brawl
- Not Legal
- Vintage
- Not Legal
- Timeless
- Not Legal
- Commander
- Not Legal
- Pauper
- Not Legal
- Oathbreaker
- Not Legal
- Penny
- Not Legal
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Notes and Rules Information for Bombardment:
- If a card you own is a Missile and changes zones other than by being cast as a Missile, it stops being a Missile. (2019-11-12)
- You must keep cards that were in your hand as Bombardment resolved separate from those that enter your hand later in the turn. (2019-11-12)
- If any portion of your library is randomized, those cards become new objects that aren’t Missiles. (2019-11-12)
- Cards you own keep any supertypes they may have, such as legendary and basic. (2019-11-12)
- If Bombardment is somehow cast while another spell is on the stack, that spell becomes a Missile. Since that spell has no target chosen for its spell ability, it won’t resolve. This is true even if that spell had a target for an ability it had. (2019-11-12)
- The Missile characteristics are copiable values of the affected cards and spells. (2019-11-12)