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Moxonomy

Rune of Mortality

Enchantment — Aura Rune1 generic manaBlack mana

Every Rune shares a self-replacing skeleton: draw a card on entry so the Aura is never a naked tempo loss, then graft one small buff onto the host. This is the one that hands out deathtouch, and among the cycle's mostly cosmetic bonuses that keyword is the one that rewrites combat math. Deathtouch makes any body, however small, a live threat in the red zone, since blocking or being blocked becomes a trade the opponent rarely wants. The Equipment clause is the quiet expansion. Most creature-buff Auras die with their host, but by writing a second mode that grants "Equipped creature has deathtouch" to a piece of gear, this survives its wearer and passes the keyword to whatever picks the Equipment up next. Being able to enchant either the creature or the thing that arms the creature is unusual latitude for an Aura, otherwise the most fragile way to spend a card. The cantrip is what pays for that fragility: even a two-for-one blowout with a removal spell only breaks the opponent even, so the Rune is never dead in hand. This is careful accounting rather than a bomb, a modest design that knows precisely which corner of the cycle's shared frame to build around.

Rune of Mortality (khm)
KHM · #108uncommon
Pricing
Normal: $0.18
Foil: $0.48
Oracle Text

Rules text

Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has deathtouch. As long as enchanted permanent is an Equipment, it has "Equipped creature has deathtouch."
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
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