Pyretic Charge — Ride the Ember Run
Pyretic Charge is a compact hand reset that trades your grip for velocity. The spell discards your hand then draws four, and for each card you discarded this way your creatures get +1/+0 until end of turn. In practice this reads as a late game push or a midrange tempo play: you clear junk cards, refill, and turn the refill into an immediate alpha strike. The card excels in decks that can exploit a flushed graveyard or that want to convert card velocity into a sizable combat step.
This printing from Commander Outlaws of Thunder Junction carries Plot 3{R} as a secondary option. You may pay three and a red and exile it from your hand to cast it later without paying its mana cost. That plot mode gives you flexibility when timing matters and fits the outlaw motif of planning a scorched line of attack. Use Pyretic Charge where discard is an asset and where haste, sacrifice, or graveyard synergies can turn temporary power into lasting advantage.
Card Details:
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Mana Cost – {4}{R}
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Card Type – Sorcery
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Subtypes – None
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Card Text / Rules Text (Printed) – Discard your hand, then draw four cards. For each card discarded this way, creatures you control get +1/+0 until end of turn.
Plot 3{R} (You may pay 3{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)