Skip to content
Moxonomy

Axgard Armory

Land

A tapland that fetches, and the color pips on the fetch tell you exactly who it was for. Adding white keeps it honest as a stand-alone land, but the sacrifice cost asks for red mana it cannot make on its own: a signpost pointing squarely at a Boros aggro shell built on Auras and Equipment. That mismatch is deliberate design. The card wants to sit in play early doing nothing more than casting white spells, then cash itself in during the late game once you have the double-red the payoff demands, digging up either an Aura or an Equipment (or both) to reload a board that has run out of gas. It is a land that converts a flooded draw into two library cards, which is the whole pitch: it is not fixing so much as insurance against topdeck-mode. The tapped-land tempo hit and the steep, color-specific activation are the two brakes that stop a free-to-cast tutor from being oppressive, and they confine it to the exact archetype it was signposting. Outside a deck genuinely stuffed with both card types, it is a slow white source with a button you will rarely press; inside one, it is a manabase slot that quietly doubles as a threat toolbox.

Axgard Armory (khm)
KHM · #250uncommon
Pricing
Normal: $0.39
Foil: $0.74
Oracle Text

Rules text

This land enters tapped. Tap: Add White mana. 1 generic manaRed manaRed manaWhite mana, Tap, Sacrifice this land: Search your library for an Aura card and/or an Equipment card, reveal them, put them into your hand, then shuffle.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Quick navigation
move selectesc close