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Moxonomy

Thinking Cap

Artifact — Equipment1 generic mana

A generic +1/+2 buff, the kind of small stat bump equipment has offered at cheap rates since the earliest days of the mechanic, wrapped around a conditional discount that does all the persuading: attach it to a Detective for one mana, attach it to anything else for three. That gap is the incentive. The equipment does not care what your creatures do, but it quietly rewards you for having built around a specific creature type, turning a filler buff into a repeatable, cheap re-equip engine so long as your board reads Detective. The flavor and the mechanics point the same direction, which is the tidy part: a thinking cap belongs on the sleuth, and the card charges everyone else a premium to borrow it. Strip the tribal hook away and what remains is modest by design; the +1/+2 spread leans toward keeping a creature alive through combat rather than pushing damage, and the base equip cost of three is deliberately steep enough that the Detective discount has to be the reason you run it. This is equipment built as a payoff, not a standalone tool: how far it goes depends on how many of the right bodies you can put underneath it.

Thinking Cap (mkm)
MKM · #257common
Pricing
Normal: $0.07
Foil: $0.14
Oracle Text

Rules text

Equipped creature gets +1/+2. Equip Detective 1 generic mana Equip 3 generic mana (3 generic mana: Attach to target creature you control. Equip only as a sorcery.)
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
Legal
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
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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