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Moxonomy

Flaming Sword

Enchantment — Aura1 generic manaRed mana

Pump auras have always fought the same structural problem: tempo and information. Commit a card to a creature at sorcery speed, the opponent sees it coming, and a single removal spell strands the enchantment and two-for-ones you on their terms. Flash collapses that window. Hold this until blockers are declared, or until the opponent taps out for their own combat trick, then attach it as a combat surprise that grants first strike at the exact instant it decides the exchange. The +1/+0 is nearly an afterthought; first strike given mid-combat is what turns an even trade into a clean kill, and the instant-speed timing is what denies the opponent the chance to play around it. None of this comes free. The flexibility still carries every Aura's liability: if the creature dies in response, the enchantment goes with it and you are down two cards. So the timing discipline cuts both ways. Waiting buys maximum information, but waiting also widens the opening for the removal spell that leaves the Aura with nothing to enchant. The pull between flashing it as a safe trick and the inherent card-disadvantage risk of pinning it to a body is the live tension in every cast.

Flaming Sword (mmq)
MMQ · #190common
Pricing
Normal: $0.15
Foil: $0.66
Oracle Text

Rules text

Flash Enchant creature Enchanted creature gets +1/+0 and has first strike.
Legalities

Format Status

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