Skip to content
Moxonomy

Dogged Pursuit

Enchantment3 generic manaBlack mana

Four mana for a two-life swing per turn is a rate the game left behind years ago, and the reason it survives at all is the automation, not the numbers. This is a drain that never asks for a card, a sacrifice, or a decision: once it resolves, the swing happens at the beginning of each of your end steps whether you cast another spell or not. That puts it in the passive-clock category alongside older enchantments that grind an opponent's life total down while the pilot does something else, the design that trades speed for the total absence of upkeep cost. The lifegain half matters more than the number suggests, because it turns the card from a slow reach into a slow stabilizer: against an aggressive board it buys back a point a turn while chipping in the other direction, quietly widening a race the enchantment player is not otherwise contesting. What holds it back is also what makes it dependable. There is no way to scale it, no additional mode, no per-opponent multiplier written into the text beyond hitting each opponent once, so its ceiling is fixed the moment it lands. It is a static, unglamorous engine built for decks that intend to win late and want the drain running on its own while they assemble the actual plan.

Dogged Pursuit (khm)
KHM · #85common
Pricing
Normal: $0.22
Foil: $0.27
Oracle Text

Rules text

At the beginning of your end step, each opponent loses 1 life and you gain 1 life.
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
Quick navigation
move selectesc close