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Moxonomy

Guise of Fire

Enchantment — AuraRed mana

A toughness penalty does the quiet work here: stick this on an opposing X/1 and the creature dies before the combat clause ever matters, a removal spell wearing an Aura's clothes for the price of one mana. On anything sturdier, the compulsion takes over: the enchanted creature attacks each combat if able, pulled out from behind blocking duty into a swing you can plan around. That coercion is the real prize against control-leaning bodies, turning a defensive piece into a liability that walks into your removal or your waiting blockers. The "if able" clause is where the trick has limits, though: a creature with defender simply cannot attack, so a true wall shrugs the compulsion off entirely; this only works on creatures that can swing but would rather not. The cost is that you have spent a card to script someone else's combat step, and a sacrifice outlet, a bounce, or a chump block can blunt the plan. It belongs to the lineage of effects that punish creatures for existing rather than answering them cleanly, the edict-and-coerce logic of black recast in red: cheap, conditional, reliant on the opponent fielding a target shaped the right way. The buff-or-curse split depends entirely on what you choose to enchant, the small swingy decision a one-mana Aura is built to create.

Guise of Fire (avr)
AVR · #137common
Pricing
Normal: $0.07
Foil: $0.20
Oracle Text

Rules text

Enchant creature Enchanted creature gets +1/-1 and attacks each combat if able.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
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
N/A
PreDH
N/A
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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