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Moxonomy

Diamond Pick-Axe

Artifact — EquipmentRed mana

The single red mana up front is a lure; the two-mana equip cost is the governor. That split defines how the card actually plays: the piece itself shrugs off "destroy" effects, but bolting it onto a creature costs real mana, and the wearer stays as fragile as anything else on the board. So the indestructibility is not armor for your attacker; it is durability for the engine. Kill the creature, re-equip next turn, keep the Treasures coming. The value lives in the generator half: a modest +1/+1 stapled to a repeatable Treasure faucet that only fires when the equipped creature attacks, which quietly binds the ramp to committing bodies to combat rather than sitting back. Each swing banks a rock that later sacrifices for any color, so the axe folds two design threads (attack for value, and ramp on a stick) into one permanent that usually take separate cards to pull off. Left unequipped it does nothing, and that is deliberate: an indestructible cheap permanent that minted Treasure on its own would be a far more dangerous card. What you get instead is a resilient, slow-burn advantage machine whose output is throttled behind mana you keep spending every time you want to move it.

Diamond Pick-Axe (lci)
LCI · #143uncommon
Pricing
Normal: $1.20
Foil: $1.53
Oracle Text

Rules text

Indestructible (Effects that say "destroy" don't destroy this Equipment.) Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with "Tap, Sacrifice this token: Add one mana of any color.") Equip 2 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
N/A
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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