The Countdown Is at One {3}{R}{R}
Sorcery
Players play a Magic subgame, starting at 1 life and using their libraries as their decks. For the rest of the main game, if a source would deal damage to a player who didn’t win the subgame, it deals double that damage to that player instead.
Watermark: League of Dastardly Doom
Illustrated by Jesper Ejsing
- 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 The Countdown Is at One:
- To play a Magic subgame, all players start a new game, using their libraries as their decks. No other cards, tokens, emblems, or anything else from the main game are included in the subgame. (2018-01-19)
- If a player has fewer than seven cards in their main-game library, they’ll lose the subgame as it begins, regardless of how many mulligans that player takes. (2018-01-19)
- If the subgame is a draw, no player won the subgame, so damage dealt to any player in the main game will be doubled. (2018-01-19)
- After the subgame ends, all players shuffle their cards from the subgame to reform their main-game libraries, and they return to the main game from the point they left off, with The Countdown Is at One finishing resolving. (2018-01-19)