Skip to content
Moxonomy

Chosen by Heliod

Enchantment — Aura1 generic manaWhite mana

Pure toughness boosts are the least exciting thing white does: +0/+2 saves a blocker, survives a burn spell, lets a small creature hold the ground, and none of that is worth a card on its own. The cantrip is what reframes the whole transaction. Tacking a draw onto the enters trigger means that once the Aura resolves, you have already replaced the card you spent, so the +0/+2 is whatever upside you can scrape from the body underneath rather than a net loss. That structure is the entire reason cantrip Auras exist as a category: the draw decouples the investment from the fragility that otherwise makes enchanting a creature a trap. The protection is incomplete, of course, since the replacement only kicks in on resolution; an opponent who kills the target in response still gets the clean two-for-one, because the Aura fizzles and the trigger never happens. The toughness orientation also shapes the deck around it. A power-pumping cantrip Aura wants an attacker and a board where you are ahead; a toughness one wants a creature worth protecting and a board where you are holding the line, which is a different posture and a different reason to run it. It is a small card built on a sound principle: an Aura should never cost you a card the moment it sticks, and the +0/+2 is the rest.

Chosen by Heliod (ths)
THS · #5common
Pricing
Normal: $0.08
Foil: $0.51
Oracle Text

Rules text

Enchant creature When this Aura enters, draw a card. Enchanted creature gets +0/+2.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

1 set
Quick navigation
move selectesc close