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Moxonomy

Riverwalk Technique

Instant3 generic manaBlue mana

Two answers welded into one card, and the interesting part is how differently they fail. The tuck mode is broad but not free: it hits any nonland permanent, but it still targets, so hexproof and shroud shut it out, and the owner picks top or bottom, which means against a real threat you are spending four mana for a tuck that might reshuffle a turn of their draw or simply redraw the same threat off the top. The counter mode is the narrow one, restricted to noncreature spells, so it lives and dies on whether the table is casting artifacts, enchantments, planeswalkers, or spells worth stopping. What ties them together is that both are reactive answers priced at the same instant-speed window, so you are rarely stuck with a dead card: hold it up, read the turn, and commit to the mode the board asks for as you cast it. The catch is that at four mana neither half is efficient in isolation. A dedicated counterspell does the second job for less; a dedicated tuck spell does the first job for less. This card earns its slot only when you value the option itself, the ability to choose between the two answers each time you draw it, over the raw rate of a spell that only does one thing. It is blue interaction that punishes the reflex to spend it the moment it enters your hand.

Riverwalk Technique (tdm)
TDM · #54common
Pricing
Normal: $0.10
Foil: $0.04
Oracle Text

Rules text

Choose one — • The owner of target nonland permanent puts it on their choice of the top or bottom of their library. • Counter target noncreature spell.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
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
Legal
COMPETITIVEBRAWL
Legal
TLR
N/A
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