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Moxonomy

Minions' Murmurs

Sorcery2 generic manaBlack manaBlack mana

Black's card-draw has always been priced in life, but most of those effects let you choose how deep to dig: a payment per card, a knob you set. This one hands the throttle to your board instead. The amount you draw and the amount you bleed are the same number, locked to the creatures already in play, which inverts the usual logic of a black draw spell. The decks that field a wide board (the ones that can profitably refuel four, five, six cards at once) are precisely the decks with the least slack in their life total, having already committed bodies to the table. An empty board makes it a dead card; a packed one makes it a wager. The symmetry between reward and cost is the whole tension: you are never simply drawing cards here, you are betting that the board you built to draw a fat handful is also a board that ends the game before the life you paid back matters. The interesting failure is that this pulls crosswise against itself. The deck most able to maximize X is a go-wide aggressive shell that wants its mana spent on threats and cheap interaction, not on a four-mana sorcery-speed refill it can only cast once the board is already deep. That tension, the deck that wants the effect most being the deck least built to cast it, is why the card reads sharper on paper than it plays at the table.

Minions' Murmurs (fut)
FUT · #71uncommon
Pricing
Normal: $0.25
Foil:
Oracle Text

Rules text

You draw X cards and you lose X life, where X is the number of creatures you control.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
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
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

1 set
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