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Moxonomy

Sunbeam Spellbomb

Artifact1 generic mana

The cleverness of the Spellbomb cycle was the deferred decision: pay one mana to deploy the artifact, then let the question of what it does wait until the board tells you the answer. This one splits white lifegain against a colorless cantrip, and that generic-cost draw is what keeps the floor off the ground: any deck can crack it for a card regardless of its colors, so the artifact is never a true dead draw. It is never free either. Casting it costs one mana, and replacing it from hand costs another, so the draw mode is a two-mana investment to dig one card deep, not a frictionless cycler. You pay that toll for the held option more than the raw card advantage. The white activation asks even more relative to its rate: five life off a sacrificed one-mana rock is a steep ask, worth taking only when the clock genuinely justifies it. The two modes are not symmetric in card economy: the cantrip replaces itself in hand, while the lifegain spends the card outright with nothing back. The design lesson the Spellbombs taught was that a cheap artifact need not commit to a job at deployment. It can sit as a stored choice that resolves into whichever half the situation rewards, and the player pays for that flexibility twice: once to play it, and again to decide which sacrifice to spend.

Sunbeam Spellbomb (mrd)
MRD · #250common
Pricing
Normal: $0.16
Foil: $2.12
Oracle Text

Rules text

White mana, Sacrifice this artifact: You gain 5 life. 1 generic mana, Sacrifice this artifact: Draw a card.
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
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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