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Moxonomy

Valiant Endeavor

Sorcery4 generic manaWhite manaWhite mana

Roll two d6, then choose which number does which job: the same result cannot both set the sweep and count the tokens. The sweep threshold reads backwards from instinct, because it destroys every creature with power at or above the chosen number. Assign 1 and almost nothing survives, since power-1 and larger covers the whole board; assign 6 and only the true monsters die, since only power-6-and-up meets the line. That inversion is what makes the ideal roll a spread rather than a pair: 1 and 6 hands you a near-total wipe alongside six vigilant Knights in the same cast, while double sixes forces a narrow sweep of only the biggest bodies paired with a modest six-token payout. Because you roll first and assign second, the randomness never operates blind. It deals you a fixed pair of numbers face-up and asks how much of the board you want gone weighed against how big an army you want back. This sits in white's long line of sweep-and-rebuild effects, the same instinct behind Martial Coup, but where that card lets mana buy the exact split, this one deals a fixed spread and asks only which end you point at the sweep. The dice set the terms of the trade; the caster still chooses the trade.

Valiant Endeavor (afc)
AFC · #13rare
Pricing
Normal: $0.59
Foil:
Oracle Text

Rules text

Roll two d6 and choose one result. Destroy each creature with power greater than or equal to that result. Then create a number of 2/2 white Knight creature tokens with vigilance equal to the other result.
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
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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