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Moxonomy

Hopping Automaton

Artifact Creature — Construct3 generic mana

The activation costs nothing, which is both the appeal and the limit. For zero mana the 2/2 picks up flying, but each activation also drops it by -1/-1, so the body that goes over the top arrives as a 1/1, not a 2/2. Activate twice in a single combat and the reductions stack into a 0/0 that dies before it can connect, so the math polices itself: one activation slips a single point of flying damage through, a second throws the creature away. Because the shrinkage wears off at cleanup, though, none of it is permanent. Whatever you spend on a swing comes back; next turn it is a full 2/2 again, free to hold the ground or take to the air for another point. The effect is a renewable clock with a per-turn ceiling, trading a point of toughness for a point of reach precisely when one point of evasion ends a game. Colorless construct bodies of this early era earned their slots by handing any deck a creature outside its own color identity, and this one keeps to that mold: a cheap, repeatable air threat whose damage is throttled by the very dial that grants the evasion.

Hopping Automaton (usg)
USG · #297uncommon
Pricing
Normal: $0.27
Foil:
Oracle Text

Rules text

0 generic mana: This creature gets -1/-1 and gains flying until end of turn.
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
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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