Image courtesy of Scryfall.com
Gas and Grit: How a red instant reshapes ramp play
In the grand tradition of red’s quick, messy approach to magic, this spell packages a bold pivot: you pay a modest mana cost, you discard a card, and you draw two — effectively trading a single card for two new ones, all in a flash. That “two-for-one” feeling is what ramps people up in the first place: you turn a tight hand into a richer, more aggressive flow. The catch? you must give up one card to get it. That makes Thrill of Possibility a tempo weapon as much as a fuel source, and savvy players learn to wield that tempo with swagger 🧙♂️🔥. If you’re leaning into red ramp, you want gas that doesn’t derail your early plan to flood the board with mana or threats. Thrill provides that lift: it’s a way to filter into the cards you actually want to see next, whether that’s a gold-red mana ritual, a key burn spell, or a finisher that wants a clear path to the punchline 💥.
“Remember all the great heroes who were careful and never did anything risky? Me neither.” — Syr Carah, the Bold 🧭
Why Thrill fits red ramp decks, and where it doesn’t
Foundations’ Thrill of Possibility is a common rarity instant that costs {1}{R}. The need to discard one card as part of casting is the asymmetrical cost that keeps this spell honest. In ramp decks, the idea is to accelerate mana while keeping gas flowing. Thrill helps you by letting you replace a mediocre topdeck with two new options, which is especially valuable when your deck leans on non-linear sequencing: you might need a specific mana source, a critical haste enabler, or simply redundancy in your removal suite. The card’s strength scales with your deck’s ability to tolerate discards — for instance, if you’ve already set up a hand that accepts a discard or if you run a few discard-friendly payoffs or looting effects that help you recover swiftly. In a pinch, Thrill can refill after you dump a land or a less-useful spell to the graveyard while still advancing your plan to drop big threats onto the battlefield ahead of schedule 🎯.
Of course, Thrill isn’t a pure engine like the green and colorless ramp that stacks mana rocks and mana-doubling effects. It’s a redraw with cost, and red’s tempo-centric playstyle rewards you when you can navigate the discard safely. In a metagame where opponents are querying your next five turns, Thrill can be a clever rescue act: you convert a potentially brick-heavy draw into a pair of options that accelerate your next steps, whether that’s a "mana + spell" sequence or a dramatic five-mana play on turn four thanks to your freshly drawn gas 🔥💎.
Deckbuilding notes: making the discard count
- Include a few flexible cards you’re okay replacing: redundant cantrips, land-heavy hands, or spells you’re ready to exchange for something better in the moment.
- Pair Thrill with looting or filter effects to maximize value from the discard. If your list already runs cards that reward discarding—whether through Madness or other mechanics—Thrill becomes a springboard rather than a penalty 🎲.
- Balance is key. Too many draw spells with discard costs can tilt you toward bricking if your early threats aren’t pressuring fast enough. A measured mix of ramp, removal, and card draw helps Thrill shine without overstaying its welcome.
Flavor, setting, and the art of risk
Thrill of Possibility embodies red’s love for bold decisions and stylish risk-taking. The art by Steve Argyle captures that spark—where a rash moment of daring leads to a cascade of new options. In the context of ramp, that spirit translates to “make the call now; the later you wait, the more fragile your plan becomes.” This is red’s version of a late-game safety valve, a way to stay in the game when your hand feels thin, and a reminder that sometimes the fastest route to a win is a well-timed leap 🧙♂️⚔️.
Format considerations: where you’ll reach for Thrill
In Commander/EDH, Thrill shines in red-focused or flagship ramp shells where you’re often replacing a card with more gas, and you’re comfortable with a little disruption to the hand. In casual and kitchen-table play, Thrill can become a reliable engine that keeps you from stalling out after an early explosive start. It’s a forgiving option in limited tempo when you’re trying to squeeze as much value as possible from each mana. The card’s reprint in Foundations also means it’s accessible to newer players who want a spicy yet practical tool for their red ramp lists 🎨.
Inventory snapshot and price snapshot
As a common card with a modest price tag, Thrill of Possibility remains approachable for budget-minded players who enjoy robust interaction. In digital formats, you’ll find it legal and viable in formats that accept Foundations reprints, including standard-era-style play and broader casual metas. The card’s value isn’t in a flashy payoff but in consistent, repeatable advantage — two cards for the price of one discard, plus potential synergies with discarding-forward effects and hand-refreshing strategies. For collectors, the common foil and nonfoil variants offer a neat, affordable entry into a red draw spell that’s seeing renewed attention in modern-era ramp lists 🪙.
As you experiment with Thrill, remember that the power is in the timing and the discard discipline. When you pull the trigger at the right moment, that extra card draw can turn a wobbling plan into a decisive tempo swing. And if you’re drafting a tabletop workspace that appreciates a touch of chaos and a lot of flash, Thrill is exactly the kind of card that invites you to lean into the thrill of possibility 🧙♂️🔥.
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