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Moxonomy

Claim of Erebos

Enchantment — Aura1 generic manaBlack mana

The math here is the whole problem. Two mana for the Aura, then another two-plus-a-tap every turn to bleed a single player for two life, is a rate that belongs to a much slower era of design, when grinding an opponent out one increment at a time was an acceptable plan. The activated ability points only at a player, so there is no creature-removal flexibility hiding in the text: the loop exists to chip away at a life total, nothing more, and the cost is steep enough that it rarely outraces the clock it sits on. What it really represents is the enchantment-matters direction black was being nudged toward in this period: cheap Auras that turn an ordinary body into a slow incremental engine, priced under the assumption that the enchantment count itself was a reward worth paying for. The body still has to survive and untap before it pays anything back, which compounds the inefficiency for a deck trying to win on its own merits. As a standalone, it asks too much mana per point of life lost for the effect to matter; as a cog in a deck that cares about how many enchantments it controls, it is a contributor to that count rather than a payoff in its own right.

Claim of Erebos (bng)
BNG · #64common
Pricing
Normal: $0.10
Foil: $0.11
Oracle Text

Rules text

Enchant creature Enchanted creature has "1 generic manaBlack mana, Tap: Target player loses 2 life."
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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