Skip to content
Moxonomy

Narcissism

Enchantment2 generic manaGreen mana

Two roads to the same destination: a creature gets +2/+2 for the turn either way. The first activation repeats as long as you keep feeding it cards from hand, converting dead draws into combat math; the second cashes the enchantment out for one final push when the hand runs dry. The framing belongs to the discard-as-resource thinking of its era, when pitching a card was meant to feel like upside rather than a tax, the kind of payoff a graveyard-matters set was built to reward. The problem is that nothing here cares what you discard or where it lands, so the cost reads as pure attrition rather than fuel for anything downstream. What remains is a single-target pump engine whose ceiling is bounded by how many cards you are willing to empty into one creature, a rate that asks too much for too little even against the combat tricks it was competing with. It is a repeatable source of +2/+2 on paper and a hand-shredding machine that stalls the moment your cards run out in practice, which is why this read of green's recurring-pump experiments never found a deck: the math only works when you have nothing better to do with the cards you are throwing away.

Narcissism (tor)
TOR · #134uncommon
Pricing
Normal: $0.12
Foil: $0.80
Oracle Text

Rules text

Green mana, Discard a card: Target creature gets +2/+2 until end of turn. Green mana, Sacrifice this enchantment: Target creature gets +2/+2 until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
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
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Quick navigation
move selectesc close