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Moxonomy

Aether Spellbomb

Artifact1 generic mana

The Spellbomb cycle's design trick is the floor: each one can sacrifice itself for a card, so the worst case is a one-mana artifact that cantrips on its way out. This is the most flexible of the five, and the reason is the bounce. The blue activation returns any creature to hand, a one-shot tempo swing whose timing belongs entirely to you because the artifact is already sitting in play, waiting. You can crack it in response to an attack, to save a creature of your own from a removal spell, or to re-buy an enters-the-battlefield trigger you want to fire again. The point is never having to decide in advance. If the game never offers a target worth resetting, the second mode draws a card instead and the slot was never spent. That refusal to become a dead draw is what carried it across eras: any deck running artifacts for a reason can include it as a cheap self-replacing piece, with the bounce as free optionality stacked on top. The "no card disadvantage" instinct shows up here cleanly, predating much of the explicit "draw a card when this dies" templating that followed. The cost is modest power: the bounce is single-use, the cantrip costs mana, and the artifact does nothing while it sits there. You pay a tempo tax for the privilege of never drawing a blank.

Aether Spellbomb (mma)
MMA · #196common
Pricing
Normal: $0.30
Foil: $7.02
Oracle Text

Rules text

Blue mana, Sacrifice this artifact: Return target creature to its owner's hand. 1 generic mana, Sacrifice this artifact: Draw a card.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
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
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

6 sets
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