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Moxonomy

Hookblade

Artifact — Equipment1 generic manaWhite mana

The self-attach clause is the design tell. Most Equipment enters the battlefield inert, waiting on a full equip payment before it does anything, which is why aggressive decks so often leave it stranded as a dead card. This one arrives already snapped onto a creature you control, collapsing a two-step commitment into a single tempo play: cast it, and a creature is immediately bigger and able to attack over the ground. The flying is fenced to your own turn, so it functions as an evasion tool for the attack step rather than a permanent grant that would also shore up your blocks. That asymmetry is the whole idea. You are buying a swing through the air, not a fortress, and the +1/+0 nudge is sized to matter in a race without warping the board. Once it is down, the standard equip cost lets it shuffle onto a fresh threat if the first one dies, so the value it provides is sticky in a way a pump spell never is. This is the cheap combat-oriented family of Equipment at its most single-minded, closer in spirit to the low-cost evasion enablers that want to end games quickly than to the toolbox artifacts that reconfigure across a long game.

Hookblade (acr)
ACR · #176uncommon
Pricing
Normal: $0.22
Foil: $0.22
Oracle Text

Rules text

When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+0. During your turn, equipped creature has flying. Equip 2 generic mana (2 generic mana: Attach to target creature you control. Equip only as a sorcery.)
Legalities

Format Status

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