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Moxonomy

Sidequest: Play Blitzball // World Champion, Celestial Weapon

Enchantment // Legendary Artifact — Equipment

The unlock condition is the entire design. The front face reads as a sluggish combat enchantment, handing a modest +2/+0 to one of your creatures as combat opens while quietly tallying the damage you push through. Connect for six or more combat damage in a single turn and it flips at end of combat into a Celestial Weapon, then staples itself onto one of your creatures for free. That transform is one-way and terminal: once the enchantment becomes an Equipment, the six-damage threshold is gone, replaced by a permanent +2/+0 and double strike that no longer cares how hard you connect. The starting pump exists only to help clear the gate once; after that, the weapon is a trophy, not a renewable engine. The Equip 3 generic mana cost matters only after the weapon has fallen off or when you want to move it to another creature, and that is the sequencing wrinkle worth noting: the initial attach is free and reactive, triggered off a combat you already won, while re-equipping later is a sorcery-speed investment. What sells it is theme fidelity. Blitzball as a sidequest is a grind you slog through until it coughs up the game's best equipment, and the card models that arc in its mechanics: labor first (a big turn of combat damage), then a reward that trivializes everything after. The design asks you to be the beatdown, then hands you a payoff for having been the beatdown, an aggressive reward dressed as a two-sided flavor set piece.

Sidequest: Play Blitzball // World Champion, Celestial Weapon (fin)
FIN · #158uncommon
Pricing
Normal: $0.17
Foil: $0.31
Oracle Text

Rules text

At the beginning of combat on your turn, target creature you control gets +2/+0 until end of turn. At the end of combat on your turn, if a player was dealt 6 or more combat damage this turn, transform this enchantment, then attach it to a creature you control. // Double Overdrive — Equipped creature gets +2/+0 and has double strike. Equip 3 generic mana (3 generic mana: Attach to target creature you control. Equip only as a sorcery.)
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
Legal
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