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Moxonomy

Djinn of the Fountain

Creature — Djinn4 generic manaBlue manaBlue mana

The modal spell-trigger is the whole idea here: rather than committing to one prowess-style effect, each instant or sorcery hands the pilot a fork, and the middle option is the one worth studying. Blinking itself is a defensive move that costs nothing but timing. Cast a spell, exile the Djinn until the next end step, and a 4/4 flyer walks out of range of a sorcery-speed removal spell, a board wipe, or a targeted burn effect, returning after the danger passes. That turns a fragile six-mana body into something a control shell can protect on its own turn, so long as it keeps casting. The other two modes fill the gaps: the growth line adds reach when the game wants to close, and the scry smooths draws in the grind when neither of the others is needed. What holds it in check is the cost of admission. The trigger fires only on your own instants and sorceries, so the card is inert unless the deck around it is built to keep the spell count high, and at six mana the flyer arrives late enough that it has to earn its keep through the trigger rather than the stats. It is a payoff pointed squarely at a spellslinger build, rewarding a specific kind of density rather than a generic value shell.

Djinn of the Fountain (dmu)
DMU · #47uncommon
Pricing
Normal: $0.05
Foil: $0.11
Oracle Text

Rules text

Flying Whenever you cast an instant or sorcery spell, choose one — • This creature gets +1/+1 until end of turn. • Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step. • Scry 1.
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
N/A
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