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Moxonomy

Galvanize

Instant1 generic manaRed mana

Two mana for three damage to a creature is the honest baseline that spells like Lightning Strike and Abrade have held for years; the escalation clause is what makes Galvanize worth building around, and where it points is the interesting part. The extra two damage isn't gated behind ramp, counters, or a color pip: it's gated behind a turn where you've already drawn two cards, which aims the reward squarely at spellslinger and cantrip-heavy shells. A single extra draw before you cast it (a cheap cantrip, a looter's trigger, a second card off any draw-two effect) turns a middling removal spell into one that answers nearly anything a creature can put on the board. The design discipline is that the bonus is retroactive to the whole turn rather than an on-cast trigger, so you sequence your draws first and hold the card up at instant speed, deciding whether you've earned five damage only once a target commits. That framing separates it from raw efficiency: it rewards a play pattern you were already running, without asking you to track a permanent, learn a keyword, or splash a color. It is a threshold-style payoff wearing a burn spell's clothes, priced at the base rate for everyone and generous only to the deck built to trigger it.

Galvanize (mkm)
MKM · #128common
Pricing
Normal: $0.16
Foil: $0.11
Oracle Text

Rules text

Galvanize deals 3 damage to target creature. If you've drawn two or more cards this turn, Galvanize deals 5 damage to that creature instead.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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