Magic Missile
Sorcery
AFRAdventures in the Forgotten Realms#401uncommon
Foil
- Border
- black
- Security stamp
- oval
- Frame
- 2015
- Illustrator
- PINDURSKI
CommanderLegalModernLegalStandardNot legal
Format legality
AlchemyNot legal
BrawlLegal
CommanderLegal
Competitive BrawlLegal
DuelLegal
Future StandardNot legal
GladiatorLegal
HistoricLegal
LegacyLegal
ModernLegal
OathbreakerLegal
Old SchoolNot legal
PauperNot legal
Pauper CommanderNot legal
PennyNot legal
PioneerLegal
PreDHNot legal
PremodernNot legal
StandardNot legal
Standard BrawlNot legal
TimelessLegal
Tiny LeadersLegal
VintageLegal
This spell can't be countered.
Magic Missile deals 3 damage divided as you choose among one, two, or three targets.
Plays as: Can't Be Countered
Market · per finishspark updated 5h ago · prices as of 2026-07-12
Nonfoil-2.8%
$0.35
$0.20 low$0.16 gap
Foil+0.0%
$0.80
$0.49 low$0.39 gap
Finish
Market
Δ 7D · Trend
Low
Buylist
Buy / Sell Gap
Nonfoil
$0.35as of 2026-07-12
-2.8%
H $0.39L $0.27since Feb 2024$0.20
$0.04
$0.16+80% · normal spread
VenuesHide venues
Low: tcgplayer
Buylist: cardkingdom
Foil
$0.80as of 2026-07-12
+0.0%
H $0.86L $0.57since Feb 2024$0.49
$0.10
$0.39+80% · normal spread
VenuesHide venues
Low: cardkingdom
Buylist: cardkingdom
Cheapest playable copy$0.20· across 3 printings
Rulings
2 · latest Jul 23, 2021 · one tap opens all
- WotCJul 23, 2021
If Magic Missile has one or more targets, and some (but not all) of them are illegal as Magic Missile tries to resolve, the amount of damage dealt to the remaining legal targets doesn't change. If all targets become illegal, Magic Missile won't resolve.
- WotCJul 23, 2021
You divide the damage as you cast Magic Missile. Each target must be assigned at least 1 damage.