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Moxonomy

Rogue's Gloves

Artifact — Equipment2 generic mana

Card advantage stapled to a swing is one of the oldest bargains in Equipment design, and this is the no-frills version of it: attach it, connect, draw. The body it lives on matters more than the Gloves themselves, because the trigger only pays out on combat damage to a player, which means evasion is the real price tag. Strap this to a creature your opponent can block all day and it does nothing; strap it to something with flying or menace and it turns every clean hit into a fresh card. The two-mana cost on both the artifact and the equip keeps it cheap enough to re-equip after a creature dies, the central reason this kind of Equipment beats one-shot card draw on a creature: the engine stays on the battlefield and outlives the bodies it is bolted to. That portability is also its ceiling. It asks nothing of your deck except a way through, and rewards nothing beyond what you would already want (an unblocked attacker), so it reads less like a build-around than a default inclusion for any aggressive deck that finds itself running short on gas. Sustained gas is the whole pitch, and the gear stays plain about it.

Rogue's Gloves (m15)
M15 · #227uncommon
Pricing
Normal: $0.33
Foil: $1.80
Oracle Text

Rules text

Whenever equipped creature deals combat damage to a player, you may draw a card. Equip 2 generic mana (2 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
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
Legal
Printings elsewhere

Other printings

2 sets
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