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Moxonomy

Sunscape Apprentice

Creature — Human WizardWhite mana

White on its own does neither of the things this Wizard can do: pumping a creature is green's domain, and tucking a creature you control onto your library is blue's. That is the conceit of the Apprentice cycle, mono-colored Wizards whose tap abilities each cost mana of two off-color allies, building a literal tax on splashing into the gold set's allied and enemy color pairs. The blue mode is the one with a wrinkle worth chasing: aimed at your own creature, it tucks the body away to be re-drawn and, crucially, resets its enters-the-battlefield triggers, turning a one-shot tempo loss into a repeatable engine for anyone able to keep paying the U. The green mode is plainer, a single-target combat trick on a stick that fixes one block at a time, but a board of Apprentices stacking both abilities was the multiplayer fantasy the cycle gestured toward. The friction is steep: a 1/1 has to survive, untap, and still cough up off-color mana, which asks a great deal of a body any burn spell erases for free. This was hobbyist tech for the patient three-color decks an early-era multicolor block encouraged, not a card those formats ever leaned on.

Sunscape Apprentice (inv)
INV · #41common
Pricing
Normal: $0.10
Foil: $0.61
Oracle Text

Rules text

Green mana, Tap: Target creature gets +1/+1 until end of turn. Blue mana, Tap: Put target creature you control on top of its owner's library.
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
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