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Moxonomy

Warmth

Enchantment1 generic manaWhite mana

A relic of the era when sideboards were built out of color-hosers rather than tuned answers. This is the white anti-red card in a cycle that ran through every color pair (the green hate-bear against black, the blue tax against white, and so on), and its design philosophy is the opposite of modern hate: it does nothing to disrupt the opponent's plan and everything to outlast it. The two-life gain triggers off the cast, not resolution, so the burn spell still does its work; you simply bank the difference. Against a deck whose entire game plan is burning your life total to zero, a passive engine that adds two life per red spell turns a tight race into an arithmetic problem the aggressor cannot win, provided you survive long enough for the math to compound. The asymmetry is total: it punishes nothing the opponent does except play their colors, and it costs them no resources to play around because there is nothing to play around. That bluntness is why the format-warping color-hoser eventually fell out of design favor. A card that reads "you lose to red decks less" with no counterplay is a feel-bad lever rather than an interaction, and Wizards spent the decades after Tempest learning to price hate so it answers cards instead of punishing colors. Warmth is the museum piece that shows where that line used to sit.

Warmth (tmp)
TMP · #51uncommon
Pricing
Normal: $2.68
Foil:
Oracle Text

Rules text

Whenever an opponent casts a red spell, you gain 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

1 set
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