Curse of Bloodletting is a Magic: The Gathering card, a rare red enchantment from Dark Ascension (DKA), an expansion set released in February 2012. It is collector number 85 in that set, with art by Michael C. Hayes. It costs {3}{R}{R} (three generic and two red mana) to cast, for a mana value of 5. Its colour identity is red. It is legal in Modern, Legacy, Vintage, Commander, Duel Commander, Oathbreaker and Penny Dreadful. Dark Ascension is its only printing so far. The latest aggregated market price for this printing is $2.38 (normal finish, as of 2026-11-12).
Card text
Enchant player
If a source would deal damage to enchanted player, it deals double that damage to that player instead.
It is the demon's mark, an infernal claim on the flesh of the guilty.
Market price
Latest aggregated market price for the normal finish of this printing: $2.38 (as of 2026-11-12).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Curse of Bloodletting by format. Formats in which it is not legal are not listed.
Four official rulings apply to Curse of Bloodletting, newest first.
Curse of Bloodletting works with any damage, not just combat damage. It also doesn’t matter who controls the source of the damage that’s being dealt.
If more than one Curse of Bloodletting enchants the same player, damage dealt to that player will double for each one (two of them will end up multiplying the damage by four, three of them by eight, and four of them by sixteen).
If multiple effects modify how damage will be dealt to the enchanted player, that player chooses the order to apply the effects. For example, Mending Hands says, “Prevent the next 4 damage that would be dealt to any target this turn.” Suppose a spell would deal 5 damage to enchanted player and that player has cast Mending Hands targeting themselves. The enchanted player can either (a) prevent 4 damage first and then let Curse of Bloodletting’s effect double the remaining 1 damage, taking 2 damage, or (b) double the damage to 10 and then prevent 4 damage, taking 6 damage.
The source of the damage doesn’t change. A spell that deals damage will specify the source of the damage, often the spell itself. An ability that deals damage will also specify the source of the damage, although the ability itself will never be that source. Often the source of the ability is also the source of the damage.
Similar cards
Other enchantment cards with a red colour identity, ranked by how often they appear in Commander decks.