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Moxonomy

Green Scarab

Enchantment — AuraWhite mana

Color-hosing written into the maindeck: one of five single-mana Auras from the same cycle, each tuned to wreck one enemy color and to sit there inertly against everyone else. The split between its two abilities is the whole logic. The evasion is unconditional in print but situational in practice (green creatures have to exist to be unblockable past), while the +2/+2 only switches on while an opponent controls a green permanent, so against a non-green deck both halves go quiet at once and you have paid a card and a mana to enchant your own creature with nothing. Knowing your opponent's colors before sleeving up was far less common in the mid-90s than it later became, which is why hate this narrow could be sold as a maindeck inclusion rather than dedicated sideboard tech: the format itself was less transparent. The cycle reads as a design philosophy that treated color as a thing you attacked directly, building the answer into commons and uncommons rather than trusting players to board it in. That approach did not survive contact with a more legible metagame, and Auras this matchup-dependent stopped getting printed once Wizards decided color hate belonged with the cards you bring against a known opponent, not those you play blind.

Green Scarab (ice)
ICE · #28uncommon
Pricing
Normal: $0.28
Foil:
Oracle Text

Rules text

Enchant creature Enchanted creature can't be blocked by green creatures. Enchanted creature gets +2/+2 as long as an opponent controls a green permanent.
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
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
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