Time Spiral took many of Magic’s “Hall of Fame”
cards from the past and “nerfed” them into
spells considered reasonable enough to print
today. Rift Bolt is Time Spiral’s child safe
version of Lightning Bolt. In limited play, Rift
Bolt plays the roll of Lightning Bolt bravely
and mostly effectively.
The Suspend ability often comes in handy, but
Rift Bolt is held back from constructed
viability due to the fact that Rift Bolt is a
sorcery instead of an instant. Since Time Spiral
has become legal for constructed play, Rift Bolt
has appeared in the sideboards of some very
aggressive decks, but it is unlikely that this
watered down bolt has much of a future in
constructed.
Char aside, 3 damage for 2R is a pretty good
deal. Being able to get it on the cheap for
waiting a turn is a great deal. And unlike other
targeted spells with Suspend, there's none of
that nail-biting over whether or not your
opponent will just stop playing targets out for
you and you'll end up having to hit one of your
own guys. Rift Bolt always has a target-- your
opponent's face, if necessary.
Constructed- 4.2
Casual- 3.5
Limited- 4.5
KC MetroGnome
Rift Bolt
I really like Rift Bolt in concept, but it's
been a wait and see card for me. What I've seen
I've liked. 3 mana is obviously a little steep
for 3 damage, but not too steep. 1 mana is
priced just right for 3 damage (if you started
when Lightning Bolt was legal and still measure
everything against it, the way that I do). The
concern, obviously, is that you suspend this and
then something changes between now and your next
upkeep. However, if the creature you wanted to
hit is still around, then you get to hit it. If
it's not, then something killed it during the
last turn (which is good) and now you get to hit
the player. In casual, Lightning Bolt costs
$1-$2 a piece and it's worth every penny. In
limited, if you're playing Red, don't be stupid.
Take this.
Constructed - 3
Casual - 1
Limited - 4
Aethereal
Rift Bolt
A slow Lightning Bolt, and another important
burn card that was more recently released in
Time Spiral. This is another staple 4-of in the
aggro decks. Early game, if you don't have a
turn 1 drop, you can drop this and fling it at
your opponent for 3 (or clear away their first
turn play). Late game, it's fine as 3 damage for
3 mana, since you probably don't have anything
better to spend the mana on. 3 damage is enough
to clear away most blockers to let your
creatures through, and in a pinch you can throw
it at their face. A versatile and strong burn
card.
In casual, just play the original instead.
In limited, removal is removal. Play it and pick
it fairly high.