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Moxonomy

Arbor Armament

InstantGreen mana

A combat trick that pays off twice, but on different turns. The reach grant solves an immediate problem (an attacker in the air you have no way to block) and the +1/+1 counter outlasts the turn it was cast, so the card never reads as pure tempo the way a one-shot pump spell does. That split is the whole design logic: spend one green at instant speed to ambush a flier, and even if the flier never connects, you have permanently grown a creature. Green has a long tradition of stapling a counter to an instant to keep the card from being a dead draw when there is nothing to block (Reach grants in particular tend to be narrow, useful exactly once, and then cardboard). Putting the boost on a counter rather than a temporary effect is the move that keeps it relevant in the games where the opponent has no evasion at all: you cast it as a permanent buff and a surprise combat blowout, two roles in one card slot. The cost of that flexibility is that neither half is large. One counter is a modest body increase, and reach until end of turn only matters against flying, so the card asks for a board state where one of its two functions is live. It is a clean, honest piece of green common-tier interaction: cheap, permanent where it counts, situational where it does not.

Arbor Armament (dom)
DOM · #155common
Pricing
Normal: $0.08
Foil: $0.24
Oracle Text

Rules text

Put a +1/+1 counter on target creature. That creature gains reach until end of turn. (It can block creatures with flying.)
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
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

3 sets
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