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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!

Image from Wizards.com


Reviewed September 25, 2009

Constructed: 2.65
Casual: 3.25
Limited: 4.10
Multiplayer: 3.25

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews 



The classic "you take X damage" spell. There have been other twists and turns on it over the years, and yes, I'd probably rather have Demonfire or Banefire than Fireball, and yes, without some sort of mana engine I rarely want to split the damage, but this card will always have a place in Red decks. After all, it proves to the Blue mages that Red mages really do know how to think-- or at least, do math.

Constructed- 2.5
Casual- 3
Multiplayer- 3
Limited- 3.9

David Fanany

Player since 1995


I alluded to this card the other day in the Earthquake review; they have certain similarities, being classic old-school spells which are no less effective now. In Fireball's case, I find it rather amusing that it's had about four different rules text wordings in its time, and its modern one is still a little confusing if you only skim it. When aiming for players, Banefire is better sometimes because it's almost guaranteed to resolve, but Fireball has extra versatility against creatures, and should not be underestimated.

Constructed: 2/5
Casual: 3/5
Limited: 4/5
Multiplayer: 2/5

Friday 9-25-09




Constructed: Good old Fireball. Use Banefire...


Casual & Multiplayer: I split big Fireballs is big multiplayer games before. It is more fun than Earthquake.


Limited: This is the best finisher for Sealed deck play. Play a little defense and a little offense and than bang! You are dead from a freaken Fireball. It is good.


Overall a good burn card.


Constructed: 2

Casual: 3

Multiplayer: 4

Limited: 4




Michael "Maikeruu" Pierno Today's card of the day is the classic Fireball which was last seen in Darksteel and before that Alpha through Fifth editions. A personal favorite of mine and an overall great card if a bit confusing sometimes. Just remember that with six total mana you can deal two damage to two targets. (One Red, one for the extra target, leaving four to be divided evenly between to two each.) If a specific creature is your targeted threat always be sure to check if you have extra mana to deal even one damage to the opponent or take out an additional 1/1.

Little things like that can make the difference in a close game or help prevent a comeback from a weakened opponent.

In Constructed, Casual, and Multiplayer what else is there to say about a card that can be used early or late against player or creature and can even hit multiple targets as needed? The only drawback to this card is the inevitable debate about the mana cost and damage dealt when multiple targets are selected. Other than that this is a classic Red burn spell and like Lightning Bolt a powerful returning force to the standard format.

For Limited there are few cards at uncommon that are worth taking before this in a Booster draft and if any Red is in your Sealed deck this should be an automatic inclusion. Removal without any penalty and flexible to your available mana makes Fireball an asset to an early game rush or for a late game direct damage finisher.

Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0

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