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Reaper's Talisman
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Artifact — Equipment

Reaper's Talisman

uncommon · Artifact — Equipment · Adventures in the Forgotten Realms
$0.22
Low
$0.26
Market
$0.33
High

Oracle Text

Whenever equipped creature attacks, it gains deathtouch until end of turn.
Whenever equipped creature attacks alone, defending player loses 2 life and you gain 2 life.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Card Details

-/-Power / Toughness
{B}Mana Cost
2Prints

Character Background

Reaper’s Talisman is a clean little black Equipment that rewards aggressive tempo and punishes awkward blocks, especially in decks built to attack with one evasive or hard-to-answer creature at a time. The key is the “attacks alone” trigger: if you suit up a flyer, menace creature, or otherwise reliable solo attacker, you turn every swing into a life-draining clock, gaining 2 while draining 2 and often forcing the opponent into bad trades because the equipped creature also gains deathtouch. That makes it excellent in black-based aggro or midrange shells that want to convert board pressure into inevitability. It’s especially nasty with creatures that naturally want to attack alone, such as infiltrators or token-makers that can send a single body safely. Because equip costs only 2, it’s flexible but not free, so prioritize creatures that can survive or profit from repeated attacks rather than fragile beaters.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.22 - $0.33
At the current market price of $0.26.
Average Time to Sell
3 days
At the current market price of $0.26.

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Character Background

Reaper’s Talisman is a clean little black Equipment that rewards aggressive tempo and punishes awkward blocks, especially in decks built to attack with one evasive or hard-to-answer creature at a time. The key is the “attacks alone” trigger: if you suit up a flyer, menace creature, or otherwise reliable solo attacker, you turn every swing into a life-draining clock, gaining 2 while draining 2 and often forcing the opponent into bad trades because the equipped creature also gains deathtouch. That makes it excellent in black-based aggro or midrange shells that want to convert board pressure into inevitability. It’s especially nasty with creatures that naturally want to attack alone, such as infiltrators or token-makers that can send a single body safely. Because equip costs only 2, it’s flexible but not free, so prioritize creatures that can survive or profit from repeated attacks rather than fragile beaters.

Generated using gpt-5.4-mini · Updated at 2026-10-08 06:10:47 UTC

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