Light 'Em Up
Sorcery
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
Light 'Em Up deals 2 damage to target creature or planeswalker.
- CMC
- 2
- Mana cost
- Color identity
- R
- Rarity
- common
- Set
- Streets of New Capenna
- Price
- $0.05
- EDHREC rank
- #25088
Light 'Em Up deals 1 damage to each creature and planeswalker an opponent controls — a clean, instant-speed ping that clears x/1s and ticks down planeswalkers for a single red mana. It's efficient enough for aggressive red decks that need reach, but too narrow for Commander's 40-life format without a specific token or pinprick synergy to justify the slot.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | legal |
| standard | not legal |
| vintage | legal |
| pauper | legal |
| oathbreaker | legal |
Light 'Em Up earns its keep most in Pauper, where x/1 creatures are everywhere and a one-mana instant that doubles as a planeswalker deterrent is real tempo. In Modern and Pioneer it's fringe at best — efficient removal options outclass a one-damage ping in most situations, though token-heavy metas can make it situationally relevant. Legacy and Vintage have enough raw power that a single point of damage rarely moves the needle. In Commander, Light 'Em Up struggles hardest: opponents start at 40 life, creatures are large, and one damage spread across a single player's board rarely changes the game state enough to justify a card.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.05 bulk tier
At $0.05, Light 'Em Up sits firmly in bulk territory — fill-a-box pricing with no meaningful floor to lose. It's not a card you buy so much as a card you find in a trade pile and slot in if the synergy is right.
Explore
Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.