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Moxonomy

Allied Reinforcements

Sorcery3 generic manaWhite mana

Four mana, two bodies, eight total stats split across two 2/2s: this is the plainest version of go-wide token math white has run since the earliest sets, with no rider to complicate it. The Ally subtype is the only thing on the card tethered to a specific era's tribal payoffs, and that lashes the ceiling to whether those payoffs exist in a given pool; absent them, you are paying full sorcery-speed rate for a pair of vanilla Knights. What the design does honestly is hand a go-wide deck redundancy at a clean curve point: two blockers against aggression, two attackers behind an anthem, two sacrifice fodder for a deck that cares about body count more than any single body. That is a real job, but it is a common's job, and the card never pretends otherwise. The 2/2 size is large enough to trade up against early one-drops and small enough to go obsolete the moment the board tips into a damage race; the absence of haste, evasion, or any enters-the-battlefield trigger is what pins it to filler. Useful where token quantity is the whole plan, ignored where a single threat does more.

Allied Reinforcements (ogw)
OGW · #15uncommon
Pricing
Normal: $0.08
Foil: $0.36
Oracle Text

Rules text

Create two 2/2 white Knight Ally creature tokens.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
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
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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