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Moxonomy

Hunter's Blowgun

Artifact — Equipment1 generic mana

The clever part is how the equipment splits its keyword by whose turn it is: deathtouch when you're attacking, reach when you're defending. That turns a single cheap Equipment into two separate deals depending on the combat step, and both halves point the same direction. On offense, the deathtouch clause means any creature it's strapped to trades up in combat, so even a modest body threatens to eat whatever blocks it. On defense, the reach lets that same creature answer fliers it otherwise couldn't touch. The design here is worth naming: rather than stapling two keywords on at once (which would push the rate), it gates each one to the phase where it does the most work, so the card never gives you deathtouch on the crackback block or reach you don't need while swinging. The +1/+1 is the connective tissue, keeping a small creature relevant enough to want either mode. It's a piece built around the reality that most creatures only care about combat in one direction at a time, and it charges accordingly: a one-mana artifact with a two-mana equip cost that reconfigures its own keyword based on the turn structure rather than the target.

Hunter's Blowgun (lci)
LCI · #255common
Pricing
Normal: $0.26
Foil: $0.31
Oracle Text

Rules text

Equipped creature gets +1/+1. Equipped creature has deathtouch during your turn. Otherwise, it has reach. Equip 2 generic mana (2 generic mana: Attach to target creature you control. Equip only as a sorcery.)
Legalities

Format Status

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