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Moxonomy

Helping Hand

SorceryWhite mana

White has never done reanimation the way black does, and the reason is baked into the color pie: pulling a creature from the graveyard onto the battlefield is black's job, so when white borrows it, the effect comes fenced in on every side. Here the fence is a mana-value cap of three, and the reanimated body arrives tapped, which strips the play of the tempo swing that makes black's cheap reanimation spells frightening. You are not stealing back a haymaker a turn early; you are recovering a small utility creature and paying a full turn of vulnerability for it. That trade points the card squarely at value engines rather than blowout turns: a mana dork, a one-drop with a death trigger, a hatebear you sacrificed for its enters-the-battlefield ability, all fair game to loop back for a single white mana. The tapped clause is doing the real balancing work, since it means the returned creature cannot block the turn it comes back and cannot immediately attack, so the recursion is purely about the body and its triggers, not the pressure it applies. It is a deliberate, disciplined answer to the question of how much reanimation white gets to have: enough to rebuild a board of small pieces, never enough to cheat a finisher into play.

Helping Hand (lci)
LCI · #17uncommon
Pricing
Normal: $0.31
Foil: $0.41
Oracle Text

Rules text

Return target creature card with mana value 3 or less from your graveyard to the battlefield tapped.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

3 sets
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