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Moxonomy

Reconnaissance Mission

Enchantment2 generic manaBlue manaBlue mana

Coastal Piracy set the template years earlier: an enchantment that turns each connecting attacker into a card, regardless of how much damage that creature deals. The trigger fires once per creature that gets through, not per point, which is the design's real center of gravity: a swarm of one-power evasive bodies mines exactly as much card advantage as a fatty punching through, so the payoff rewards board width and unblockability over raw size. What this version adds is an answer to the historical complaint about the whole draw-on-damage archetype: what do you do with it when the board stalls or your fliers die? Cycling is the release valve. When the aggressive plan sputters, the enchantment stops being a dead card and becomes a fresh one, an exit ramp that older go-wide payoffs never had. That single line changes how the card sits in a deck. You can commit to it as an engine and never regret drawing it when the game turns defensive, because the worst-case outcome is a two-mana cantrip rather than a durdle. The whole package leans on the same principle that made its predecessor work, then patches the flaw that kept those effects marginal: it converts connection into cards, and converts itself into a card when connection stops happening.

Reconnaissance Mission (40k)
40K · #193uncommon
Pricing
Normal: $2.27
Foil:
Oracle Text

Rules text

Whenever a creature you control deals combat damage to a player, you may draw a card. Cycling 2 generic mana (2 generic mana, Discard this card: Draw a card.)
Legalities

Format Status

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

Other printings

6 sets
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