Home / Magic: The Gathering / Assassin's Creed / Cathartic Reunion
Cathartic Reunion
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Sorcery

Cathartic Reunion

uncommon · Sorcery · Assassin's Creed
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

As an additional cost to cast this spell, discard two cards.
Draw three cards.

Card Details

-/-Power / Toughness
{1}{R}Mana Cost
1Prints

Character Background

Cathartic Reunion is a classic red card-selection spell that fits best in combo, graveyard, and proactive midrange shells, especially decks that want specific cards in the graveyard rather than merely “losing” them. In Assassin’s Creed, the name and flavor feel like a moment of breakthrough after chaos: you throw away the useless clutter and come away with sharper purpose, which matches the gameplay perfectly. Because it costs only {1}{R} and draws three, it can dig deep and reload quickly, but the discard-two cost means you want cards that either replace themselves later or actively benefit from being discarded. Strong synergies include flashback, jump-start, Madness, escape-style recursion, and reanimation targets; in Commander, it is especially useful alongside loot effects and dredge-adjacent engines. In aggressive red decks, it can refuel after an early hand dump, but in most cases it shines brightest when every card in hand is part of a larger graveyard plan.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

Public Decks Using This Card

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Character Background

Cathartic Reunion is a classic red card-selection spell that fits best in combo, graveyard, and proactive midrange shells, especially decks that want specific cards in the graveyard rather than merely “losing” them. In Assassin’s Creed, the name and flavor feel like a moment of breakthrough after chaos: you throw away the useless clutter and come away with sharper purpose, which matches the gameplay perfectly. Because it costs only {1}{R} and draws three, it can dig deep and reload quickly, but the discard-two cost means you want cards that either replace themselves later or actively benefit from being discarded. Strong synergies include flashback, jump-start, Madness, escape-style recursion, and reanimation targets; in Commander, it is especially useful alongside loot effects and dredge-adjacent engines. In aggressive red decks, it can refuel after an early hand dump, but in most cases it shines brightest when every card in hand is part of a larger graveyard plan.

Generated using gpt-5.4-mini · Updated at 2026-08-11 10:10:43 UTC

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