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Moxonomy

Mardu Devotee

Creature — Human ScoutWhite mana

Two jobs stapled to one white one-drop: it digs the moment it lands, then settles in as a repeatable color-fixer. The scry 2 on entry is generous selection for a creature this cheap, and because it triggers on entering, the dig happens whether or not the body ever swings. The activated half is the quieter design work: for one generic mana it produces red, white, or black, precisely the Mardu wedge, but it nets zero mana. This is filtering, not ramp; you spend one to get one back in a color you actually need. The once-per-turn clamp paces the fixing rather than capping the mana total, since the ability could never accelerate anything no matter how often you activated it. What earns the slot is the 1/2 body doing three things across a game: it blocks the aggressive one-drops it would otherwise trade poorly against, it survives a stray point of damage while it fixes, and it lingers as a filter you can lean on turn after turn. This is fixing-as-creature done with restraint: enough value bolted to a survivable frame that the inclusion never stings, and no engine hiding underneath for a game to warp around.

Mardu Devotee (tdm)
TDM · #16common
Pricing
Normal: $0.17
Foil: $0.18
Oracle Text

Rules text

When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) 1 generic mana: Add Red mana, White mana, or Black mana. Activate only once each turn.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
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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