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Moxonomy

Truce

Instant2 generic manaWhite mana

A symmetrical card-advantage spell from an era that had not yet learned to fear giving the opponent things. The design idea is a balancing mechanism built on choice: each player decides for themselves how many cards to draw, and any draws they forgo convert into life instead. The symmetry is the entire safety net, and the designer assumed it was self-correcting: nobody walks away with the upper hand, so a straightforward deck has no reason to cast it. That assumption breaks the moment a deck stops caring about fairness. The player holding Truce chooses when to cast it, and therefore chooses the moment the refill lands when it helps them most; the opponent gets the option on someone else's schedule. The card's eventual home was not as a fair white draw spell but as combo fuel, where the cards and the life (split however the table chooses) feed an engine indifferent to who else is drawing. The appeal lives entirely in exploiting symmetry the designer treated as evenhanded, the same trick that animates other group-hug-adjacent effects. The flavor of a truce, both sides agreeing to refill and recover, lines up cleanly with the mechanic: a ceasefire benefits whoever planned for the aftermath, which is precisely the player who built around it.

Truce (hml)
HML · #20rare
Pricing
Normal: $0.96
Foil:
Oracle Text

Rules text

Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
Legalities

Format Status

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

Other printings

2 sets
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