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Moxonomy

Extra Arms

Enchantment — Aura4 generic manaRed mana

Five mana for an Aura that turns its bearer into a repeatable burn engine: every time it attacks, two damage lands on any target, not just whatever is blocking. The trigger is the part worth dwelling on, because it fires on the declaration of attackers, before combat damage and before blocks even matter. The enchanted creature does not need to survive the swing or get through unblocked; the instant it is committed to the attack, the damage goes on the stack and can be aimed at a player, a planeswalker, or a creature you want gone before it can trade. That makes Extra Arms a Shock-on-a-stick that fires once a turn for as long as the body lives, and it explains why the cost sits where it does. At five mana it arrives well past the early turns where two recurring points to the face would be backbreaking, and it asks you to already have a creature worth dressing up. The fragility is the Aura tax red has always paid for this kind of effect: kill the creature in response to nothing, or before it ever attacks, and you have answered two cards with one and the engine produces nothing. The trade it offers (a flexible, aimable two damage every combat in exchange for stapling that value to a removable body) is a clean expression of red converting creature aggression into direct damage you can point wherever it hurts.

Extra Arms (scg)
SCG · #92uncommon
Pricing
Normal: $0.24
Foil: $0.96
Oracle Text

Rules text

Enchant creature Whenever enchanted creature attacks, it deals 2 damage to any target.
Legalities

Format Status

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