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Moxonomy

Paladin's Shield

Artifact — Equipment1 generic manaWhite mana

The flash clause is where the whole design lives. A +0/+2 buff for two mana is unremarkable equipment on rate, and the equip cost of three is deliberately steep enough that you rarely reattach it the honest way. What this piece actually sells is the ability to flash it in and auto-attach at instant speed, turning an equipment into a combat trick that survives the creature it was strapped to. Hold it up against a point of removal or a combat block and the +2 toughness lands exactly when it matters, blanking damage-based kill spells or turning a losing block into a favorable one. The self-attach on entry is what makes the flash worth anything: without it you would pay equip on your own turn and telegraph the play entirely. This is a familiar white move, granting reactive tempo to a color that traditionally trades in sorcery-speed permanents, but routing it through the equipment chassis so the buff sticks around after the fight is over. The steep equip cost is the counterweight; the card is priced to be a one-time ambush, not a toughness engine you shuffle between bodies all game.

Paladin's Shield (afr)
AFR · #30common
Pricing
Normal: $0.14
Foil: $0.22
Oracle Text

Rules text

Flash When this Equipment enters, attach it to target creature you control. Equipped creature gets +0/+2. Equip 3 generic mana (3 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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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