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Moxonomy

Open the Omenpaths

Instant2 generic manaRed mana

The tension here is that both halves of this modal instant serve the same aggressive deck, but they want opposite turns. The ramp mode is a four-mana burst across two colors that only spends into creatures or enchantments, which folds the fixing into a permanent-heavy game plan rather than letting it fuel burn or counters. It is a one-shot ritual that develops your board ahead of curve, then vanishes; the color-flexibility is the wrinkle, letting a two-color deck untangle a hand of gold or off-color bodies. The other mode is a team pump, the anthem-in-a-can effect that decides a race or forces through the last points of a stalled board. What makes the modality earn its slot is that these lines answer different questions: the ramp is a develop-ahead play for a hand full of threats, and the pump is a closer for a board that has already committed. You rarely want both in the same game, which is precisely why bundling them keeps the card from ever rotting in hand the way a pure ritual or a pure combat trick would in the wrong half of a game. The instant speed on the pump matters more than the +1/+0 suggests: it turns the mode into a combat blowout, ambushing an attacker or blocker mid-step rather than committing to a telegraphed sorcery-speed alpha strike.

Open the Omenpaths (khm)
KHM · #143common
Pricing
Normal: $0.13
Foil: $0.32
Oracle Text

Rules text

Choose one — • Add two mana of any one color and two mana of any other color. Spend this mana only to cast creature or enchantment spells. • Creatures you control get +1/+0 until end of turn.
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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