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Moxonomy

Sun Clasp

Enchantment — Aura1 generic manaWhite mana

An Aura built around a part of Auras you almost never see: the bounce clause. The +1/+3 buff is defensive padding, the kind of stat line that turns a small creature into a wall, but the white-mana activation that returns the enchanted creature to hand is the real design. It is a built-in escape hatch. Aura cards have always carried the structural risk of card disadvantage: spend two cards (the Aura and the creature) and lose both if the creature dies to a single removal spell. The return ability rewrites that exchange. In response to a kill spell, you pay one white and bounce your own creature, fizzling the removal and saving the body, though you do lose the Aura itself in the process. It also recurs enter-the-battlefield triggers by design, letting you replay a creature with a comes-into-play effect at your leisure. The friction is the activation cost stacking up: each rescue or reset asks for another white mana, so the engine runs only as fast as your white sources allow. It is a quiet piece of design that treats the Aura's biggest weakness, vulnerability to two-for-ones, as the thing the card is actually about.

Sun Clasp (dmr)
DMR · #30common
Pricing
Normal: $0.14
Foil: $0.21
Oracle Text

Rules text

Enchant creature Enchanted creature gets +1/+3. White mana: Return enchanted creature to its owner's hand.
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
Printings elsewhere

Other printings

2 sets
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