Skip to content
Moxonomy

Super Intelligence

Enchantment — AuraBlue mana

A single blue mana for a repeating card-draw engine reads like a rate that could not possibly be legal until you find the pronoun doing the work: the trigger fires on the controller of the enchanted creature, at their upkeep. Enchant your own creature and it is exactly what it looks like, a one-mana Aura that refills your hand every turn, a rate so far ahead of the curve that the only thing keeping it in check is how easily the host it rides on can be killed. That is the default line, and it is the strong one. The design gets stranger when you consider putting it on a creature you do not control. Doing so hands the draw entirely to your opponent: the resource is donated, not shared, so this is never a value play. It becomes a bargaining chip, an Aura you offer as a bribe or a peace treaty, buying goodwill or a turn's forbearance with a card that costs you nothing but the enchantment itself. Both uses hang on the same odd axis, which is that the creature underneath is almost incidental. Most Auras live and die on whether their host survives combat; this one is really enchanting a stream of cards, and the interesting question is whose upkeep you want it firing on and, occasionally, why you would ever hand that trigger to someone else.

Super Intelligence (msh)
MSH · #77uncommon
Pricing
Normal: $0.20
Foil: $0.35
Oracle Text

Rules text

Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player draws a card.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Quick navigation
move selectesc close