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Moxonomy

Emblem of the Warmind

Enchantment — Aura1 generic manaRed mana

Most haste-granting effects sit in the battlefield slot all by themselves: Fervor and its kin paint the whole team as standalone enchantments you cast and forget. This one routes the grant through an Aura, which is the genuinely odd choice. You spend a card and two mana to enchant a creature you already control, and the payoff is not confined to the enchanted creature: it is a team-wide haste anthem stapled to a body. The Aura framing does almost no work mechanically; the enchanted permanent is just a host, the legal target the rules demand the Aura have. That makes it strictly more fragile than the alternatives, because it dies to creature removal and bounce that an unconditional enchantment would shrug off, and it cannot even be cast without a creature already in play. What you accept that downside for is nothing the cleaner versions do not already offer. It reads as an experiment in deliberately reshuffling a known effect into an unusual frame, a stress test of whether the Aura subtype can carry a global anthem rather than the local buff Auras almost always provide. The answer the card supplies, quietly, is that it can, but there is rarely a reason to want it to.

Emblem of the Warmind (fut)
FUT · #112uncommon
Pricing
Normal: $0.43
Foil: $6.85
Oracle Text

Rules text

Enchant creature you control Creatures you control have haste.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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