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Moxonomy

Coral Sword

Artifact — EquipmentRed mana

Flash on an Equipment is a rarer trick than it looks, and it changes what this piece of gear is for. Most equipment sits on the battlefield telegraphing its threat, waiting out an equip cost before it does anything. This one drops in during combat, auto-attaches for free on entry, and hands its bearer first strike for the turn: a one-mana combat trick that stays behind as a permanent +1/+0 buff. The flash-plus-attach package collapses the usual two-step (cast, then pay to equip) into a single instant-speed play, so the ambush and the long-term investment are the same card. The interesting wrinkle is the residue. A conventional combat trick expires with the turn and leaves nothing; this leaves a stat-boosting Equipment glued to a creature, ready to migrate for the cheap equip cost if that creature dies. First strike on a modest attacker or blocker is often the whole point in a race, turning a trade into a clean kill, and getting that effect at instant speed for one mana while keeping the artifact around afterward is the design's quiet efficiency. It is a small card doing two jobs that usually cost two cards: the surprise now, the incremental buff later.

Coral Sword (fin)
FIN · #134uncommon
Pricing
Normal: $0.22
Foil: $0.36
Oracle Text

Rules text

Flash When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn. Equipped creature gets +1/+0. Equip 1 generic mana
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
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
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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