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Moxonomy

Take Heart

InstantWhite mana

A combat trick that pays you back for going wide. The +2/+2 is the cheap, replaceable half of the card; the lifegain is what shapes the deck it wants to be in, scaling with the number of attackers rather than the strength of any one of them. That clause rewires the usual aggro calculus, where a one-mana pump gambles your card against a chump block or a well-timed answer for pure tempo. Here, even when the buff itself is irrelevant, the life total swing buys back the race against another fast deck or reclaims the tempo lost to a midrange grind. The wrinkle is that it counts attacking creatures, not creatures you control, so it punishes you for holding the trick during your opponent's turn and rewards committing to the swing: the bigger the alpha strike, the bigger the payoff. It belongs to the long line of one-mana white tricks that ask whether a single point of mana is better spent on a body or on protecting the bodies already on the board, and it answers by tying that decision to board presence you have already built. Plain in isolation, it earns its slot in any white deck whose plan is to flood the board and turn sideways.

Take Heart (jmp)
JMP · #134common
Pricing
Normal: $0.13
Foil:
Oracle Text

Rules text

Target creature gets +2/+2 until end of turn. You gain 1 life for each attacking creature you control.
Legalities

Format Status

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

Other printings

1 set
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