Bombardment (CMB2)
Sorcery
Until end of turn, cards you own that aren't on the battlefield lose all card types, costs, names, and abilities and become red sorceries named Missile that cost with "Missile deals 2 damage to any target."
James Arnold
53/121
uuid: 8bae3099-2f74-50f8-998f-a682b2bc754b
Legalities
- brawl: banned
- commander: legal
- legacy: legal
- modern: legal
- pauper: legal
- pioneer: banned
- standard: banned
- vintage: legal
Rulings
- 2019-11-12:
If a card you own is a Missile and changes zones other than by being cast as a Missile, it stops being a Missile.
- 2019-11-12:
You must keep cards that were in your hand as Bombardment resolved separate from those that enter your hand later in the turn.
- 2019-11-12:
If any portion of your library is randomized, those cards become new objects that aren’t Missiles.
- 2019-11-12:
Cards you own keep any supertypes they may have, such as legendary and basic.
- 2019-11-12:
If Bombardment is somehow cast while another spell is on the stack, that spell becomes a Missile. Since that spell has no target chosen for its spell ability, it won’t resolve. This is true even if that spell had a target for an ability it had.
- 2019-11-12:
The Missile characteristics are copiable values of the affected cards and spells.