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Moxonomy

+2 Mace

Artifact — Equipment1 generic manaWhite mana

The joke is the point, and the joke does real work. Every Dungeons & Dragons player who has ever handed a cleric a mundane weapon and then a magic upgrade reads the name instantly: this is the loot drop, the item you find in the second room of the dungeon and equip without a second thought. Stripped of the reference, it is the flattest equipment template imaginable: a static buff, no keywords granted, no triggered abilities, no synergy hook other than the raw +2/+2. That plainness is deliberate. Where equipment design usually pays for a stat bump with evasion, protection, or a combat trigger, this one pays for nothing and asks for nothing back except an equip cost that makes moving it around a real commitment. It sits at the bottom of the equipment power curve on purpose, a common-rarity body-builder for creatures that just want to be bigger. The card's entire personality lives in its name and its flavor of arriving in your hand as found treasure; mechanically it is the control group, the equipment against which everything with an actual ability gets measured. Any deck reaching for it is reaching for the cheapest possible way to make a small creature meaningfully larger, and accepting that the equipment does exactly that and nothing else.

+2 Mace (afr)
AFR · #1common
Pricing
Normal: $0.17
Foil: $0.20
Oracle Text

Rules text

Equipped creature gets +2/+2. Equip 3 generic mana (3 generic mana: Attach to target creature you control. Equip only as a sorcery.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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