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Moxonomy

Vow of Duty

Enchantment — Aura2 generic manaWhite mana

Handing a buff to a creature you do not control reads like charity until the rider lands: the enchanted creature can't attack you or your planeswalkers. That is the whole transaction. You spend a card to make a rival's threat bigger and tougher, and in exchange that threat is contractually barred from pointing at your board. This is the white entry in a five-color cycle of Vows built to broker a two-player peace inside a larger game. Vigilance is the load-bearing word: a creature that does not tap to attack stays home as a blocker too, so the buffed body now polices everyone else while remaining unable to swing your way. The design trades raw card economy for political leverage, a currency that only exists once three or more players sit down. Nothing requires the target to be an opponent's creature, though: enchant your own attacker and you have a +2/+2 vigilance Aura with a restriction that never comes up, since your creatures were never going to attack you regardless. That self-target line keeps the card a fine combat buff in a duel rather than dead weight. As multiplayer engineering, it formalizes the handshake a casual table negotiates aloud: I make your monster scarier, you agree to aim it somewhere other than me.

Vow of Duty (cmd)
CMD · #36uncommon
Pricing
Normal: $0.26
Foil:
Oracle Text

Rules text

Enchant creature Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.
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
Legal
Printings elsewhere

Other printings

10 sets
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