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Invoke Calamity
Oracle Text
You may cast up to two instant and/or sorcery spells with total mana value 6 or less from your graveyard and/or hand without paying their mana costs. If those spells would be put into your graveyard, exile them instead. Exile Invoke Calamity.
Card Details
Character Background
Invoke Calamity is the sort of storm-call spell mages recite when the battlefield itself is thinning—an instant that turns your yard and hand into a temporary arsenal, letting you cast up to two instants and/or sorceries with total mana value 6 or less for free, then exiling them to keep the calamity from being repeated. In practice, it supports a control/value game plan: you spend a card to generate immediate, high-impact spells that swing tempo back in your favor, especially after you’ve stabilized and filled your graveyard. The best results come from sequencing—aim to cast it on turns where you can exploit the free tempo window (e.g., after holding up interaction, or when the opponent taps out). Deckbuilding-wise, prioritize cheap, powerful spells with synergy in the same shell—think cards that trigger on cast/instants in graveyard, or effects that care about targeting and spell types—so your “two-for-up-to-6” reliably converts into removals, draw, or end-the-game damage while maintaining consistent targets in hand.
Generated using gpt-5.4-nano
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Character Background
Invoke Calamity is the sort of storm-call spell mages recite when the battlefield itself is thinning—an instant that turns your yard and hand into a temporary arsenal, letting you cast up to two instants and/or sorceries with total mana value 6 or less for free, then exiling them to keep the calamity from being repeated. In practice, it supports a control/value game plan: you spend a card to generate immediate, high-impact spells that swing tempo back in your favor, especially after you’ve stabilized and filled your graveyard. The best results come from sequencing—aim to cast it on turns where you can exploit the free tempo window (e.g., after holding up interaction, or when the opponent taps out). Deckbuilding-wise, prioritize cheap, powerful spells with synergy in the same shell—think cards that trigger on cast/instants in graveyard, or effects that care about targeting and spell types—so your “two-for-up-to-6” reliably converts into removals, draw, or end-the-game damage while maintaining consistent targets in hand.
Generated using gpt-5.4-nano · Updated at 2026-03-28 15:51:42 UTC
