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Moxonomy

Steelclaw Lance

Artifact — EquipmentBlack manaRed mana

The reduced-equip clause is the entire pitch. Equipment usually carries a fixed retrofit tax: you pay the same cost to strap it on whether the creature was built for it or not, and that flat cost is what keeps a repeatable +2/+2 aura from being oppressive. Here the tax is conditional. A Knight equips for one mana; anything else pays three. That split turns a mediocre generic Equipment into an aggressively priced one that only works if your board is on-theme, which is exactly the deckbuilding contract a tribal aggro deck wants: it prices out the goodstuff-pile decks that would otherwise slot a cheap stat-stick, and rewards the player who committed to a creature type. The two-color casting cost narrows it further, tying the card to a specific aggressive color pair rather than letting any Knight deck run it. As a body-pumping tool it is plain: no evasion, no protection, no ability granted, just a size increase that pushes damage through and lets a small early creature keep trading up. That plainness is the point. It was built for a shell that needed a cheap way to make its one- and two-drops relevant into the mid-game, and it does that job for the decks it was designed for and almost nothing for anyone else.

Steelclaw Lance (eld)
ELD · #202uncommon
Pricing
Normal: $0.19
Foil: $0.25
Oracle Text

Rules text

Equipped creature gets +2/+2. Equip Knight 1 generic mana Equip 3 generic mana
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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