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Moxonomy

Trade the Helm

Sorcery4 generic manaBlue mana

Swap effects have always carried a structural liability: they leave both players with a permanent, so the classic "give and take control" builds stayed narrow, forced to hand the opponent something worthless enough that the exchange cost nothing. Widening the target field to any artifact or creature on either side loosens that constraint. You can give up a spent mana rock or a token and pull back a threat, or you can go the other direction and donate something that actively hurts whoever receives it. Because the opponent keeps whatever crosses the table, this is not a steal in disguise; the payoff lives entirely in the gap between what you send and what comes back, and when that gap collapses (your opponent has nothing worth taking, or you have nothing safe to part with) the sorcery does nothing at all. That is where cycling for two earns its place: it converts a dead card into a fresh draw in the games where the exchange never lines up. The problem this design solves was never the ceiling, which control-swap effects have always had; it was the floor, which used to be the ground.

Trade the Helm (dft)
DFT · #69uncommon
Pricing
Normal: $0.18
Foil: $0.28
Oracle Text

Rules text

Exchange control of target artifact or creature you control and target artifact or creature an opponent controls. Cycling 2 generic mana (2 generic mana, Discard this card: Draw 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
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
N/A
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