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Moxonomy

Serpent Skin

Enchantment — Aura2 generic manaGreen mana

The flash clause is what turns this from a vanilla growth aura into something with a real combat function. Auras have always fought against the worst card disadvantage in the game: two-for-one yourself the moment the creature dies. Most green pump enchantments simply ate that risk and asked you to win fast enough to ignore it. Here the same instant-speed window that lets you ambush an attacker also dodges the blowout, since you can hold it back until a block resolves or a burn spell is already on the stack, then bank a regeneration shield on top of the stat bump. The regeneration is the part that pays for the aura's structural fragility: spend a single green and the enchanted creature survives the combat or the burn that the aura would otherwise have made worse. So the card collapses three jobs into one slot: a trick, a permanent buff, and recurring protection, all at a price you can hold open without telegraphing it. That it never saw the spotlight says more about how poorly auras compete with two-for-one-proof equipment than about the design itself, which is a tidy answer to the question every aura has to answer: what happens when they kill the thing you enchanted.

Serpent Skin (chk)
CHK · #240common
Pricing
Normal: $0.18
Foil: $0.96
Oracle Text

Rules text

Flash Enchant creature Enchanted creature gets +1/+1. Green mana: Regenerate enchanted creature.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
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
N/A
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
Printings elsewhere

Other printings

1 set
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