MAGIC: THE GATHERING
|Type:||Enchantment - Saga|
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.)
I - Discard your hand.
II - Draw two cards.
III - If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
Red decks often find themselves running out of cards to play, and The Flame of Keld helps restock when resources are running low. Play it when have one (or zero!) cards in hand to mitigate its first ability, then cash in with two extra cards on your next turn, followed by a backbreaking burst of damage the turn after.