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Moxonomy

Wrenn's Resolve

Sorcery1 generic manaRed mana

Red doesn't get to draw cards, not cleanly, not the way blue does. The color's speed makes true refills too dangerous, so impulse effects became the negotiated peace: red gets to dig for gas, but the cards come with a fuse. Exile two, and they burn up unless you spend them by the end of your following turn. That leash is the entire design. It marks the line between raw card advantage and impulse advantage, and it steers the effect toward decks that empty a hand fast enough to cash both cards before the window closes. The mechanic also rewards a specific shell: a land you flip over is fine, but the second card is a race against the clock, so builds where nearly everything can be deployed inside two turns squeeze the most out of it. Among red's impulse family, which includes Light Up the Stage and Reckless Impulse, this is the version stripped to its studs: no spectacle discount, no life payment, no conditional trigger gating the second card. The exile-until-end-of-next-turn clause is doing the same balancing work that a discard cost or a spectacle requirement does on its cousins, only the meter is tempo instead of resources. You pay by staying aggressive enough to burn through both cards before the exile clock expires, which is a cost the slow, grindy decks that would most love the extra cards can rarely afford.

Wrenn's Resolve (mom)
MOM · #173common
Pricing
Normal: $2.21
Foil: $3.75
Oracle Text

Rules text

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Legalities

Format Status

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

Other printings

1 set
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