Psionic Blast


Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Time Spiral "Timeshifted" Rare
Unlimited Edition Uncommon
Collector's Edition Uncommon
International Collector's Edition Uncommon
Limited Edition Beta Uncommon
Limited Edition Alpha Uncommon
Promo Set Rare

Combos Browse all

Psionic Blast


Psionic Blast deals 4 damage to target creature or player and 2 damage to you.

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Psionic Blast Discussion

Sarkan01 on SkitterBurn

3 weeks ago

Yes, but I would put only two Psionic Blast and I wolud keep two Remand because it costs 1 less and it makes you draw a card

neosapien on SkitterBurn

3 weeks ago

I haven't worked on this deck too much yet but you are totally right, especially since skitter is a 1/4. also thinking about taking out remand for Psionic Blast. What do you think?

Rygos on Card creation challenge

1 month ago

King of the Luxa

Legendary Crocodile

King of the Luxa has protection from creatures that have one or more -1/-1 counters.

King of the Luxa may can't have -1/-1 counters put on it.

"The pharaoh rules over the lands, but the King of the Luxa rules over the river."


This is a series of challenges.

A sorcery for each color that is against what that color normally does, but still thematically fits. (think back to the original Psionic Blast Direct damage in blue)

SaberTech on Why is Blue the Color ...

5 months ago

In the early days of MtG, Blue also didn't get much in terms of efficient creatures because it was supposed to put more emphasis on instants and sorceries to manage the board. Usually it tried to stall the game on the ground and then win in the air with flying creatures. Blue could bounce creatures, but aside from odd cards like Psionic Blast it couldn't kill them directly if they got past blue's counterspells. Having cards that let Blue steal opponent's creatures became an alternate solution, with Control Magic being the signature card for that effect.

As another flavour point, Blue's emphasis on gathering knowledge to advance its plans means that it is the colour that most often ends up messing with the nature of magic itself. That's the explanation for why it has access to counterspells that prevent the magic of spells from resolving. That also means that it's the colour most likely to tweak magic to its own benefit, such as taking control of the magic that summoned and controls a creature.

Thor_Naadoh on Curse of drawing

6 months ago

Curse of the Bloody Tome does literally nothing if you want to win with direct damage.

Spell Pierces, Spell Snares or Dispels would do more. Even Vapor Snags would be better, even though they don't deal damage.Oh and there's also Psionic Blast...

Venser_the_Sojoner on Esper midrange

7 months ago

Why Thought Scour? the only card that wants it is Gurmag Angler, so its just a waste 90% ofthe time. I would take out Psionic Blast and Tasigur, the Golden Fang. Why only 1 Spell Snare, 1 Smother, and 1 Remand. I would also add 1 Jace, Vryn's Prodigy  Flip. I agree with Sveniac about Zealous Persecution. you just aren't aggro enough to use the card. I would also just go 4 Thoughtseize instead of 2 Inquisition of Kozilek

SaberTech on Pattern Recognition #5 - The ...

8 months ago

I don't think that card designs ever made effective use of coin flips. Most cards approached the idea with an "all-or-nothing" mentality that made using those cards a resource risk, since you could end up wasting a card+draw+mana for no effect. As far as strategy, deck planning, and resource management goes there is no way a card like that has any reason to be played beyond as a janky gimmick.

I think that when they colour shifted Psionic Blast to Char, Wizards was on to something. Red aims for quick answers to the problems right in front of it and doesn't really plan for the long term. Red is willing to throw out a powerful attack at the risk of backlash if it means taking its target out, like with Earthquake. Coin flip cards should guarantee a playable, maybe even powerful effect at the cost of a potential downside determined by the coin flip. It would make sure the cards are playable, but still offer some randomness to how the game would play out. Coin flip spells, to be playable, shouldn't come with the risk of doing nothing for you.

Unfortunately, any sort of "I loose life in exchange for a powerful spell" type approach infringes on the flavour that Black has traditionally held. Granted, Black has seemed to shift a bit away from the whole "Suicide Black" methodology to a slower, more attrition based style. Maybe there is room now for Red to pick up some of that flavour like it did for the spell based mana acceleration?

Where Red had the most depth for exploration as a philosophy is in its emphasis on gut driven action and emotions, but from the start Red was given all the aggressive emotions while the more calm ones were given to White and Green. Red was supposed to be the fast aggressor, but White and Green have, in more recent years, been given a boon of very cost efficient cheap creatures. Direct damage burn spells have been the only real form of aggressiveness in the game that has been left to Red.

There are mechanics that I think are very Red in nature; like Prowess, Dash, Unleash, and Spell Mastery; that reward being aggressive with your resources. Prowess gives you a temporary boost in power for using spells that will only give you an effect once. Dash gives you a creature for cheap but it won't stick around to defend you and will cost you more mana over the game to keep using. Unleash is similar, since it lets you be more aggressive at the cost of defence. And Spell Mastery rewards you for using spells that don't have repeatable board interaction like a permanent would, thus feeding into Red's lesser concern for building into the late game in exchange for a powerful early game.

In the end though, everything I've talked about are just different ways for Red to do what it has always done. You are right, Red's slice of the colour pie doesn't give it room for much diversity in its game mechanics.

Thank you very much for the article, it provides a lot of food for thought.

SaberTech on Need help with a deck ...

8 months ago

A Bant deck is another option. A flicker or bounce theme with Roon of the Hidden Realm can rack up card advantage without requiring you to draw additional cards. G/W is great for token generation to rack up your permanent count and give you a bunch of creatures to attack with. Non-combat damage can be dealt with cards like Psionic Blast, blue poke creatures like Prodigal Sorcerer, Cloudthresher, Canopy Surge, and maybe even some damage redirection spells depending on how they are worded. Blue lets you counter spells and bounce indestructible creatures. Swords to Plowshares lets you exile indestructible creatures. White and green can help you gain life. Spike Weaver is great when you can reset it with Roon and it can let you save an opponent if you have a way to flash it in as a surprise. You can also use cards like Deathless Angel to give an opponent's creature indestructible and then bounce that creature with Roon for a point (assuming I'm reading the wording for the achievement correctly).

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