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Moxonomy

First Family

Instant2 generic manaGreen manaBlue mana

The scaling variable here is unusually elastic because it counts two different pools at once: colors among permanents you already control, and colors among spells you've cast this turn. That second half is the clever part. A two-color deck that runs out one gold spell and a couple of off-color cards over the course of a turn can push X well past what the board alone would suggest, and because this resolves as an instant, you can hold it until the count peaks, drawing and gaining life off a turn's worth of activity rather than a static snapshot. The tension the design walks is that a straight Green-Blue shell caps low: you need to reach into other colors, via mana rocks, borrowed spells, or a genuinely wide identity, before the payoff justifies four mana. That pushes it toward five-color and heavy-fixing builds, where the ceiling is a fistful of cards and a comfortable life buffer at end of turn. Most game-state draw spells key off a single dimension: creature count, cards in hand, life paid. This one keys off color diversity, which makes it a rare payoff for a deckbuilding decision the rest of the card pool usually taxes rather than rewards. Spreading your permanents and spells across the wheel is normally a fixing headache; here it is the whole point.

Oracle Text

Rules text

You draw X cards and gain X life, where X is the number of colors among permanents you control and spells you've cast this turn.
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
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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