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Moxonomy

Dragon Breath

Enchantment — Aura1 generic manaRed mana

A haste-granting Aura is usually a transaction you make once: enchant a creature, send it in early, lose the Aura when the body dies. This one keeps coming back. The graveyard return fires whenever a sufficiently expensive creature hits the battlefield, so the Aura was built to ride along with whatever oversized thing a deck was already planning to put into play. That is the home it was designed for: any deck cheating out fatties ahead of schedule, where the gap between a summoning-sick body and an immediate attacker decides the game. The two-mana cost buys haste up front, but over a long game it is the free reattachment that makes the price feel like nothing, because the Aura keeps recurring onto each new giant for no further investment. The pump ability is the leftover-mana sink, a way to spend extra red for a couple of points of pressure, but it is plainly the secondary mode. What the design rewards is a curve of huge bodies: hand them a returning shadow that guarantees they swing the turn they land, and a humble combat enabler quietly becomes a repeatable engine.

Dragon Breath (bbd)
BBD · #172uncommon
Pricing
Normal: $0.17
Foil: $0.93
Oracle Text

Rules text

Enchant creature Enchanted creature has haste. Red mana: Enchanted creature gets +1/+0 until end of turn. When a creature with mana value 6 or greater enters, you may return this card from your graveyard to the battlefield attached to that creature.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
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
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

3 sets
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