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Moxonomy

Choose Your Weapon

Instant2 generic manaGreen mana

The two lines share nothing but the weapon rack they come from, and that disconnection is what makes the card work. One mode doubles a creature's power and toughness, a combat blowout that turns a middling attacker lethal or trades a chump block up into a two-for-one. The other deals five damage to a creature with flying, which is not general removal but a narrow answer to precisely the thing green cannot touch on the ground: evasive flyers. Green rarely gets clean spot removal at all, and when it does the effect usually reaches only ground creatures through fight or bite. Folding an anti-air clause into a pump spell hands the color an out it is not meant to have, while the exclusivity keeps it honest: you get one mode per cast, so the reach line stays dormant until the board actually presents a flyer worth five damage. The flavor scaffolding (a fighter choosing between two blades and the bow) is doing genuine design work, pairing a proactive combat option with a reactive defensive one so the instant is live in far more board states than either half alone. It is the modal trick's oldest split, a proactive and a reactive clause bolted into a single card, applied to a color that has always needed both and rarely gets to hold them in the same hand.

Choose Your Weapon (hbg)
HBG · #202uncommon
Pricing
Normal: $0.35
Foil: $0.24
Oracle Text

Rules text

Choose one — • Two-Weapon Fighting — Double target creature's power and toughness until end of turn. • Archery — This spell deals 5 damage to target creature with flying.
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
Printings elsewhere

Other printings

1 set
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