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Moxonomy

Brawn

Creature — Incarnation3 generic manaGreen mana

The Incarnations are a cycle that pay you twice: a fair creature when cast, and a static graveyard effect when they die. This is the green one, and its dead-side reward is the most quietly powerful in the cycle, because trample is not a creature keyword the way menace or flying is: it is a damage-routing rule that turns every blocker into a speed bump. Granting it to your whole board from the graveyard means the moment the 3/3 dies and you control a Forest, every fatty you cast afterward stops getting chump-blocked. The design tension is in the requirement: it has to reach the graveyard first, which makes it a creature you are happy to cast into a trade or feed to a sacrifice outlet, and the Forest clause keeps the static ability honestly green rather than a free splash for any deck running a reanimation package. There is a self-contained synergy in the build, too. Cast it, let it die, and now anything you reanimate (including, if you have a way to do it, the rest of the cycle) comes back swinging with trample. It is one of the cleanest expressions of green's "your creatures connect" identity: not a pump spell, not a one-time trick, but a permanent reroute of combat math that lives in the place most cards stop mattering.

Brawn (moc)
MOC · #292uncommon
Pricing
Normal: $0.39
Foil:
Oracle Text

Rules text

Trample As long as this card is in your graveyard and you control a Forest, creatures you control have trample.
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
N/A
Printings elsewhere

Other printings

8 sets
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