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Moxonomy

Dwarven Reinforcements

Sorcery3 generic manaRed mana

The real function here is timing arbitrage, not the rate on the tokens. Foretell splits the cost across two turns: sink 2 generic mana into exile on an idle early turn, then deploy four power for 1 generic manaRed mana whenever a board needs to fill out. That split makes the spell far more resilient into removal and countermagic than a plain sorcery that dumps four power on one turn for four mana all at once, because you commit half the cost while tempo is loose and cash in the other half when it tightens. The two-body payoff also plays into anything wanting a wide board (anthem effects, sacrifice fodder, convoke) without asking for a single large commitment window, and Berserker as a creature type feeds the aggressive Dwarf and Berserker payoffs that share its color. Foretell is the whole reason to run it: the mechanic converts what would be mediocre curve filler into a spell you can pre-commit to on a slow turn and release exactly when a second threat or a board refill matters most. The flexibility, not the raw power, is what earns the slot.

Dwarven Reinforcements (khm)
KHM · #134common
Pricing
Normal: $0.26
Foil: $0.24
Oracle Text

Rules text

Create two 2/1 red Dwarf Berserker creature tokens. Foretell 1 generic manaRed mana (During your turn, you may pay 2 generic mana and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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
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