Skip to content
Moxonomy

Marauder's Axe

Artifact — Equipment2 generic mana

Two to cast, two to equip, and the whole investment buys a flat +2/+0 with no upside clause, no evasion, no second mode. That is the entire transaction, and it is deliberate. Equipment occupies an awkward design corner because it outlives the creature it buffs, so a strong cheap aura-on-a-stick can snowball a board out of reach as the buff hops from a dead carrier to the next attacker. The answer here is to strip the rate to the bone: a power boost large enough to matter in combat math, attached to nothing else worth paying for. The sorcery-speed equip clause (shared by every Equipment) closes the trick window, so there is no surprise pump once blockers are declared; the buff has to be committed on your own turn, before combat, where the opponent can see it coming. What that leaves is a clean, low-rarity aggression enabler: it turns a 2/2 into a genuine threat and keeps a swarm pointed forward after the original wielder trades away. The card does its work primarily in combat, and it demands no supporting pieces to function, which is precisely the low, floor-setting slot it was designed to occupy: a beater-buffer for the aggressor, priced so it never warps a game and never has to.

Marauder's Axe (m19)
M19 · #240common
Pricing
Normal: $0.06
Foil: $0.09
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
Legal
Historic
Legal
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
Legal
TLR
Legal
Printings elsewhere

Other printings

2 sets
Quick navigation
move selectesc close