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Moxonomy

Scavenged Weaponry

Enchantment — Aura2 generic manaBlack mana

The +1/+1 is almost beside the point; what this Aura is really selling is the enters-the-battlefield draw, and that refund is what lets a deck run it without flinching. Auras carry a structural card-disadvantage problem: spend a card to suit up a creature, and if that creature dies you have spent two cards (the Aura and the body) for nothing. The draw answers half of that math by replacing the Aura itself the moment it resolves. It does not cover the worst case (if the creature is removed in response to the Aura on the stack, the spell has no legal target, fizzles, and never enters to draw you anything), but once it is on the battlefield, you are guaranteed to be even on cards no matter what happens to the host afterward. So what you actually buy is a cantrip with a small static buff stapled on, a permanent that costs nothing in card economy to play. The bump itself is trivial: a single point of power and toughness rarely changes a combat outcome, and it asks for the same turn and the same target a far heavier Aura would. This is the conservative end of Aura design, where the goal is not to overload a creature but to make enchanting one safe. The cantrip is load-bearing; strip it away and a +1/+1 at this rate would never see a maindeck.

Scavenged Weaponry (inv)
INV · #123common
Pricing
Normal: $0.11
Foil: $0.75
Oracle Text

Rules text

Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+1.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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