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Moxonomy

Blue Scarab

Enchantment — AuraWhite mana

A single white mana buys two effects, and both point at the same enemy: a creature that blue blockers cannot stop, swelling by +2/+2 whenever an opponent keeps a blue permanent on the table. Both abilities are static, and reading them together exposes the catch. The evasion is inert unless the opponent fields blue creatures to slip past, and the bonus vanishes the instant they hold no blue permanent. Enchant a creature in a non-blue matchup and you have spent a card on nothing. This is the older logic of color hosing, a genre early sets printed by the handful on the assumption that you knew your opponent's colors before shuffling up and could lean on a slot tuned to punish a single hue. The protection-from-color cycles ran on the same wager, as did the various anti-color creatures and Auras that did real work against one rival and sat dead against everything else. Design eventually walked away from this template, favoring answers that stay live no matter what sits across the table, because a card that blanks in most matchups became a cost the modern rules text tries to engineer out. What endures here is that vanished design philosophy: not flexible interaction, but a flat bet on having scouted correctly, every point of value staked on the read.

Blue Scarab (ice)
ICE · #9uncommon
Pricing
Normal: $0.25
Foil:
Oracle Text

Rules text

Enchant creature Enchanted creature can't be blocked by blue creatures. Enchanted creature gets +2/+2 as long as an opponent controls a blue permanent.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
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
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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