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Moxonomy

Pirate's Prize

Sorcery3 generic manaBlue mana

Divination set the honest baseline for blue card advantage: three mana, two cards, no rider and no friction. This is that spell taxed a full mana of generic upward, with the extra mana returned as a Treasure token to soften the cost. The token pulls double duty without slowing the draw down: it refunds part of the outlay (crack it whenever you like for a single mana of any color) and it fixes a color you might be reaching for, which tends to matter more in play than the raw card-economy math suggests. The refund is not on a clock; a Treasure sits on the battlefield as stored mana until you want it, so the four up front can be recovered this turn as tempo or banked toward a heavier play later. That flexibility is what changes the pitch. A pure draw-two becomes a draw-two with a thread of ramp and fixing attached, and the mana can arrive on the same turn as your next spell, nudging a card-advantage sorcery a half-step toward development. The token is the entire reason to reach past Divination. This is what you print when you want the durable, unglamorous draw staple to carry a little acceleration and color-smoothing without disturbing what a draw-two is supposed to be.

Pirate's Prize (plst)
PLST · #XLN-68common
Pricing
Normal: $0.13
Foil:
Oracle Text

Rules text

Draw two cards. Create a Treasure token. (It's an artifact with "Tap, Sacrifice this token: Add one mana of any color.")
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
N/A
Printings elsewhere

Other printings

1 set
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