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Moxonomy

Jackhammer

Artifact — Equipment1 generic manaRed mana

Two mana to attach and a flat +2/+0 with no upside beyond the numbers: this is Equipment stripped down to its cheapest possible statement of intent. There is no keyword granted, no evasion, no toughness to survive a block, just raw power added to whatever creature is already swinging. That puts it in the oldest and least glamorous lineage of Equipment, the pure damage-adder whose whole pitch is that it moves from a dead creature to a live one and keeps hitting. The math is the pitch: a red aggressive deck cares only about clock, and paying two up front then two to reattach turns any warm body into a bigger threat while the original bearer trades away. The design tension here is that the equip cost never goes down and the bonus never scales, so its value is highest precisely when creatures are cheap and disposable and worst when the board stalls and toughness starts to matter. It is honest about what it is: not a build-around, not a toolbox piece, just a way for a color that struggles to protect its threats to keep the damage on the table when the threats themselves do not stick around.

Jackhammer (snc)
SNC · #111common
Pricing
Normal: $0.06
Foil: $0.06
Oracle Text

Rules text

Equipped creature gets +2/+0. 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
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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