Skip to content
Moxonomy

A-Jackhammer

Artifact — EquipmentRed mana

A one-mana Equipment that grants +2/+0 lives entirely on its mobility: its value is not the single body it suits up but the shuffle, surviving each creature's death to re-arm the next threat down the curve. That is the axis this rebalanced digital variant targets. The paper original equips for 1 generic mana; here the equip cost climbs to 2 generic mana, and nothing else moves. The effect is identical, the anthem-on-a-stick math untouched, but the tempo of re-attaching gets taxed exactly where a cheap repeatable buff wants to be free. This is the Alchemy design philosophy at its most surgical: rather than rewording an ability the way a paper errata would, the rebalance leaves the printed text alone and moves a single number, so the card plays the same right up until the moment you count mana. For a common this plain, the story is not the effect but the decision to touch it at all: an Equipment cheap and recursive enough to warp one economy's aggressive curve, dialed back a single generic in another. The scalpel here is cost, and the incision is precisely at the point where the card's whole pitch (getting to move it again, cheaply) does its damage.

A-Jackhammer (snc)
SNC · #A-111common
Oracle Text

Rules text

Equipped creature gets +2/+0. Equip 2 generic mana (2 generic mana: Attach to target creature you control. Equip only as a sorcery.)
Legalities

Format Status

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