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Moxonomy

Arenson's Aura

Enchantment2 generic manaWhite mana

Enchantment removal once lived inside the enchantment slot itself, and the friction shows in every line. The first ability asks you to feed it: it eats one enchantment to destroy another, which makes it a one-for-one only if you build a board of expendable permanents to sacrifice into it, and a card-disadvantage trap if you do not. That cannibalizing cost is the design tax of the period, when Wizards priced repeatable disenchant effects behind a per-use sacrifice rather than letting white police enchantments cleanly. The second ability is stranger still: a hard counter for enchantment spells gated behind a heavy blue activation cost, bolted onto a white permanent. Splashing blue to staple a situational counterspell onto an already-narrow enchantment-control piece is the kind of multicolor activation cost that early design reached for before it understood how much mana a board state actually has to spare. Look at how narrowly the game once defined answers: this touches enchantments and nothing else, not creatures, not artifacts, and every line demands resources the deck can rarely afford to commit. The hate-card-as-permanent idea would mature into cleaner expressions later; this is the rough first draft, a snapshot of how thoroughly the design language around enchantment interaction has tightened since.

Arenson's Aura (ice)
ICE · #3common
Pricing
Normal: $0.10
Foil:
Oracle Text

Rules text

White mana, Sacrifice an enchantment: Destroy target enchantment. 3 generic manaBlue manaBlue mana: Counter target enchantment spell.
Legalities

Format Status

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

Other printings

2 sets
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