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Moxonomy

Salt Road Skirmish

Sorcery3 generic manaBlack mana

The four-mana price on a black kill spell reads high until you account for what the tokens are being asked to do. This is removal that pays you the tempo back in the same cast: destroy their blocker, then swing for two extra points of haste damage before you pass the turn. The catch is that the Warriors do not stick. They come in swinging and then die off on their own once the turn is over, so they are not board presence, they are a one-turn combat burst attached to the destroy effect. That framing is what makes the card cohere. A pure removal-plus-two-permanent-bodies design at four mana would be a value engine; this design is built to reward decks that already want to be attacking, converting a defensive spell into a forward-facing one. The self-sacrifice also sidesteps the usual token-generator liability of feeding the opponent's board wipes or edicts: there is nothing left to punish once the Warriors clear off. They do their work in the window they are given (extra attackers, sacrifice fodder, a way to trigger attack- or death-based payoffs before they expire) and then vanish. It is a black removal spell that behaves like an aggressive red one, which tracks with a color pair built around raiding and short, violent tempo swings rather than grinding attrition.

Salt Road Skirmish (tdm)
TDM · #88uncommon
Pricing
Normal: $0.12
Foil: $0.19
Oracle Text

Rules text

Destroy target creature. Create two 1/1 red Warrior creature tokens. They gain haste until end of turn. Sacrifice them at the beginning of the next end step.
Legalities

Format Status

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