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Moxonomy

Grow Extra Arms

Instant1 generic manaGreen mana

Green pump spells live and die by the discount, and this one prices its best turn behind a creature type. Cast on anything, it is a plain +4/+4 for two mana at instant speed: a fine combat trick, nothing that reshapes a game. Cast on a Spider, it drops to a single green mana, and that is where the card starts talking about the deck it wants to be in. The cost reduction is the whole balancing lever: two mana for a generic +4/+4 is a rate green has printed many times over, so the design bolts a tribal condition to the front rather than the back, rewarding the build that has already committed to a wall of reach blockers. It is a template Wizards has leaned on for years, where a spell reads at a workmanlike rate for the table and a premium rate for the one deck that meets its requirement. The flavor lands cleanly too: the extra arms are the Spider's, and the discount is the payoff for having eight legs to begin with. What it is not is a trick you build around in a vacuum; the pump is generous but the ceiling is fixed, so the interesting version of this card only shows up when a Spider is already on the battlefield waiting to be made enormous at the cost of one mana.

Grow Extra Arms (spm)
SPM · #101common
Pricing
Normal: $0.13
Foil: $0.19
Oracle Text

Rules text

This spell costs 1 generic mana less to cast if it targets a Spider. Target creature gets +4/+4 until end of turn.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
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
Printings elsewhere

Other printings

1 set
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