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Moxonomy

Aim for the Head

Sorcery2 generic manaBlack mana

Two modes bound together by a single fear: that a resource comes back. The construction is a familiar answer to a familiar problem, because a tribal hoser that would rot in an opening hand when the tribe is absent needs a floor, and a hand-attack mode gives it one. The narrow half is unconditional exile aimed squarely at a Zombie, worth the slot only where the tribe is dense enough to reliably present a target. The wide half reaches into an opponent's hand and pulls two cards to exile, useful against anyone but blunted by the fact that the opponent chooses which two go. What ties the halves together is that exile is doing the same work on both sides of the battlefield. Against a Zombie it dodges the graveyard recursion that is precisely the axis those decks want to fight on; against a hand it strips cards past the reach of anything that would return them from a graveyard later. The cost is that neither mode is best in class. The removal is too conditional to earn a maindeck slot against an open field, and the hand disruption cedes the choice to the defender, so it takes what your opponent can most afford to lose. The result always does something and rarely does the most: the honest tradeoff a flexible-but-modest sorcery makes when it insists on permanence at both ends.

Aim for the Head (vow)
VOW · #92common
Pricing
Normal: $0.13
Foil: $0.13
Oracle Text

Rules text

Choose one — • Exile target Zombie. • Target opponent exiles two cards from their hand.
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
Printings elsewhere

Other printings

1 set
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