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Moxonomy

Stonewood Invoker

Creature — Elf Mutant1 generic manaGreen mana

The Invoker cycle answered a recurring beginner problem: a creature you cast cheaply that still threatens something late, without ever drawing dead in the early game. Eight mana for +5/+5 reads as terrible value by any constructed yardstick, and that is precisely the point. The mana sink sits behind a wall so high that the activation only matters in the kind of long, grindy game where a 2/2 has stopped mattering on its own, letting a small green two-drop come off the top late and still swing for seven. Its siblings ran the same trick in their own colors, each bolting an expensive activation onto a modest body, but this is the one whose payoff is pure stats, which also makes it the one most exposed to how badly the rate scales. The design reflects a particular early-era philosophy about creature curves: give the new player something to do with their flood, even if a sharper deck would never reach the eighth land. It is a teaching card more than a built-around one, the kind of common that exists to make sure a cheap body is never entirely dead, and that ambition (a 2/2 that becomes a 7/7 if the game runs long enough) is the whole of its charm and the whole of its ceiling.

Stonewood Invoker (dmr)
DMR · #178common
Pricing
Normal: $0.04
Foil: $0.10
Oracle Text

Rules text

7 generic manaGreen mana: This creature gets +5/+5 until end of turn.
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
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

3 sets
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