Ashling, Flame Dancer (Modern Horizons 3 #481)

Ashling, Flame Dancer {2}{R}{R}

Legendary Creature — Elemental Shaman

You don’t lose unspent red mana as steps and phases end.

Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling, Flame Dancer deals 2 damage to each opponent and each creature they control. If it’s the third time, add {R}{R}{R}{R}.

4/4

Illustrated by Michal Ivan

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Ashling, Flame Dancer:
  • You can keep unspent red mana indefinitely while Ashling is on the battlefield. That means if you add a red mana during one step or phase, you can spend it during a later step or phase, or even a later turn. You will still lose other types of unspent mana as each step and phase ends. (2024-06-07)
  • If a red mana you add has certain restrictions or riders associated with it (for example, if it was produced by the last ability of Arena of Glory), they'll apply to that mana no matter when you spend it. (2024-06-07)
  • Once Ashling leaves the battlefield, you have until the end of the current step or phase to spend whatever red mana you have before you lose that mana as normal. There is no penalty associated with this other than the loss of the mana. (2024-06-07)
  • If an effect creates multiple copies of an instant or sorcery spell, Ashling's last ability triggers once for each copy created by the effect. (2024-06-07)
  • Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies will not cause Ashling's last ability to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause Ashling's last ability to trigger. (2024-06-07)