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Enchantment — Aura2 generic manaBlue mana

An Aura that enchants an enchantment, then takes a point off its controller every upkeep: the design is a closed loop of the noun it cares about. The targeting restriction is the whole concept. As a clock, one damage a turn is a terrible rate, but Feedback is not a clock; it siphons life from the opponent's own investment in increments small enough that they often cannot justify breaking their own lock to stop it. It belongs to a lost design dialect where enchantments were the premium threat type and blue was handed narrow, oblique tools to interact with them sideways rather than head-on. The card sits inert until the opponent commits to a board built on permanents they cannot easily replace, and only then does it turn sharp against them. Wizards has not returned to "enchant an enchantment" as a serious template since the early sets; the modern game answers permanents by destroying or exiling them outright, not by parasitically draining their controller for committing to one. What remains is a working specimen of that older grammar, when a three-mana Aura that dealt one damage a turn under exactly one condition was a reasonable thing to print.

Feedback (4bb)
4BB · #71uncommon
Pricing
Normal: $58.65
Foil:
Oracle Text

Rules text

Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, this Aura deals 1 damage to that player.
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
Legal
Premodern
Legal
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
Printings elsewhere

Other printings

14 sets
Show all 14 other printings
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