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Moxonomy

Power Taint

Enchantment — Aura1 generic manaBlue mana

The narrowest possible answer to a question almost nobody was asking: an aura that enchants another enchantment and taxes its controller every upkeep. This is narrow insurance from an era when Wizards built dedicated hate for specific permanent types, back when enchantment-heavy decks were enough of a fixture to justify a card that does nothing against anything else. The design problem with hyper-narrow hosers is dead weight when the matchup does not show up, and the answer here is the cycling clause: the ability that lets a blank card become a fresh draw for a small cost, so the worst case is never a hard mulligan-trap but a minor mana investment to dig past it. That cycling is the load-bearing part of the card, not the tax. The Power Taint half is a slow squeeze that rarely kills, since paying the upkeep cost is usually trivial, but it does force a recurring decision and can grind out a deck leaning on a single key enchantment to do its work. The wider idea (pair a situational effect with a cycling escape hatch so the floor of a card matters as much as its ceiling) became standard practice for narrow answers in the years after, where Wizards learned that the price of printing narrow hate is making sure the card is never a dead draw.

Power Taint (usg)
USG · #90common
Pricing
Normal: $0.16
Foil:
Oracle Text

Rules text

Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player loses 2 life unless they pay 2 generic mana. Cycling 2 generic mana (2 generic mana, Discard this card: Draw a card.)
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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