Home / Magic: The Gathering / Secret Lair Drop / Blasphemous Act
Blasphemous Act
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Sorcery

Blasphemous Act

rare · Sorcery · Secret Lair Drop
$24.83
Low
$29.21
Market
$36.51
High

Oracle Text

This spell costs {1} less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.

Card Details

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

Character Background

Blasphemous Act is one of Magic’s cleanest expressions of red’s apocalyptic side: a spell that turns battlefield chaos into fuel, then answers it with overwhelming fire. In practice, it most naturally supports control and midrange shells, especially red-based decks that want a reset button without spending much mana. Because it costs {1} less for each creature on the battlefield, it often drops to just one or two mana in creature-heavy games, making it excellent when you are behind on board. The 13 damage also conveniently clears most indestructible-avoiding threats and large token swarms, so pairing it with effects that punish board wipes, such as death-trigger creatures or damage-based payoff cards, can swing games hard. In Commander, it is especially strong in decks that can survive the wipe better than opponents, like lists built around recursive creatures, planeswalkers, or damage prevention.

Generated using gpt-5.4-mini

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Suggested Pricing
$24.83 - $36.51
At the current market price of $29.21.
Average Time to Sell
3 days
At the current market price of $29.21.

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Character Background

Blasphemous Act is one of Magic’s cleanest expressions of red’s apocalyptic side: a spell that turns battlefield chaos into fuel, then answers it with overwhelming fire. In practice, it most naturally supports control and midrange shells, especially red-based decks that want a reset button without spending much mana. Because it costs {1} less for each creature on the battlefield, it often drops to just one or two mana in creature-heavy games, making it excellent when you are behind on board. The 13 damage also conveniently clears most indestructible-avoiding threats and large token swarms, so pairing it with effects that punish board wipes, such as death-trigger creatures or damage-based payoff cards, can swing games hard. In Commander, it is especially strong in decks that can survive the wipe better than opponents, like lists built around recursive creatures, planeswalkers, or damage prevention.

Generated using gpt-5.4-mini · Updated at 2026-08-27 06:40:45 UTC

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