Cast Away Doubt

Cast Away Doubt

Comments
{2}{B} · Sorcery
Common · Reality Fracture · Art by Zara Alfonso
Draw two cards. Cast Away Doubt deals 2 damage to each player.
Predicted power
Standard 46 Eng.C-Usr.

A possible control refill, but three-mana sorcery speed and 2 self-damage are costly; it is well below Stock Up's 84-point card-advantage benchmark.

Best home 4-Color ControlBand fringeConfidence 55%

Could be wrong if A black attrition or life-total shell from the unrevealed set could make the opponent damage materially more valuable.

Pioneer 37 Eng.DUsr.

Three-mana draw-two is a testable grind tool for Golgari Midrange, but life loss and no immediate board impact are expensive in Pioneer.

Best home Golgari MidrangeBand fringeConfidence 62%

Could be wrong if It could earn a stronger role if a black midrange shell needs raw cards more than tempo.

Modern 25 Eng.FUsr.

The rate is too slow for Modern: it spends turn three without affecting the board or stack, and 2 damage rarely repays that tempo loss.

Band speculativeConfidence 70%

Could be wrong if A spell-count or life-total synergy shell could value the combined draw and damage more than expected.

Legacy 20 Eng.FUsr.

Legacy's cheap selection and punishing tempo make a three-mana sorcery draw-two a long shot, even with minor reach attached.

Band speculativeConfidence 73%

Could be wrong if Fast mana or a niche damage-trigger payoff could create a narrow use not visible in the supplied context.

Pauper 44 Eng.D+Usr.

It offers genuine two-card refueling for a grindy Jund Wildfire shell, but three mana at sorcery speed and 2 self-damage are substantial costs.

Best home Jund WildfireBand fringeConfidence 61%

Could be wrong if Pauper's eventual speed and available black card-draw competition may leave no room for this rate.

Commander 47 Eng.C-Usr.

In group-slug decks, two cards plus 2 damage to each opponent is a reasonable refill; without damage payoffs, it is merely replaceable draw.

Best home Rakdos group slugBand fringeConfidence 57%

Could be wrong if The density and quality of life-loss and opponent-damage payoffs will determine whether it is more than a niche inclusion.

Limited 53 Eng.CUsr.

Drawing two cards for three mana is normally playable, but losing 2 life and taking turn three off can be punishing; opponent damage mostly aids races.

Best home Black card-advantage decksBand playableConfidence 36%

Could be wrong if Unknown draft speed, removal density, and black's ability to stabilize make its actual pick order uncertain.

Life-cost card draw

“A modest three-mana draw-two whose self-damage and lack of immediate board impact constrain Constructed use, but remains playable Limited fuel.”

AI prediction made before release — not a measured result. Real performance data replaces this once the set is legal and tournament results come in.

Previewed 2 September by Wizards of the Coast

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