Sword of Light and Shadow
Of the five Mirrodin Swords, this is the one that grinds. Where the others convert a connection into card draw or burn, this one turns every hit into a self-replenishing engine: three life back and a dead creature returned from your graveyard to your hand, repeated each time the carrier lands a blow. That recursion clause is what sets it apart. The protection package (from white and from black) does double duty, dodging the removal and blockers of two of the most-played colors while ushering the creature through combat to keep the trigger firing. The result is a clock that refuels itself, but the fuel arrives in your hand, not on the battlefield: every swing buys back a body you still have to recast or re-deploy, so the engine asks for mana and a board worth grinding around rather than handing you a free reanimation loop. The +2/+2 is almost incidental, a baseline shared across the cycle; the lifegain-plus-recursion pairing is what warps a long game, because the life buffer buys time while the card advantage compounds swing after swing. It converts a single evasive carrier into a recurring resource pump, best where the things dying are worth replaying. Among equipment built to make small creatures lethal, this is the one built to make a grindy creature deck unkillable: the Sword you reach for when the plan is to win the war rather than the race.

Rules text
Format Status
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Other printings
- Arena Anthology 1#14
- Assassin's Creed#125
- Assassin's Creed#262
- Assassin's Creed#100
- Magic Online Promos#82852
- Double Masters#298
- Double Masters#366
- Kaladesh Inventions#30









