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Moxonomy

Force of Virtue

Enchantment2 generic manaWhite manaWhite mana

A team-wide +1/+1 pump has always been sorcery-speed insurance in white, the kind of anthem you commit before combat and hope survives. Bolt the flash keyword onto it and you already have a combat blowout; add the alternative cost and the timing rewrites itself. That free mode only opens on your opponent's turn, and that restriction is the load-bearing part of the design: you keep four mana up as a bluff, and when the crackback comes you exile a white card from hand and drop the anthem for nothing, swinging a lost combat step or breaking a sweeper's math. The cost is exact, a white card and only when it's not your turn, so the free casts stay strictly reactive. This pairing rewards a board wide enough that a single point on every body decides the race, which is precisely the go-wide shell white already builds. The rest of this cycle spread the same instant-speed-free-spell idea across the colors for counterspells, removal, and card draw; this is the enchantment version, and the only one that leaves a lasting battlefield effect behind rather than resolving into the graveyard. That permanence is the difference: the free casts elsewhere are one-shot tempo, while this one keeps paying after the combat that justified it, a standing anthem bought with a card you could spare instead of mana you could not.

Force of Virtue (mh1)
MH1 · #10rare
Pricing
Normal: $0.47
Foil: $1.81
Oracle Text

Rules text

If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
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
N/A
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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