Home / Magic: The Gathering / Commander Masters / Meteoric Mace
Meteoric Mace
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Artifact — Equipment

Meteoric Mace

uncommon · Artifact — Equipment · Commander Masters
$0.12
Low
$0.14
Market
$0.18
High

Oracle Text

Equipped creature gets +4/+0 and has trample.
Equip {4}
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Card Details

-/-Power / Toughness
{4}{R}{R}Mana Cost
1Prints

Character Background

Meteoric Mace is a classic Commander Masters bruiser: a six-mana Equipment that wants to turn one creature into a trampling threat while refunding some of your investment with cascade. In practice, it fits best in aggressive or midrange decks that can exploit a sudden power boost to pressure life totals, especially if your commander or key attacker already has evasion, double strike, or benefits from large power. The +4/+0 is meaningful even before combat tricks, and trample helps push damage through chump blockers, making it excellent for closing games in creature-heavy pods. Deckbuilding-wise, pair it with cheap Equipment tutors, reconfigure-style support, or creatures with equip synergies so the high Equip {4} cost matters less. Because cascade triggers on cast, not resolution, it also plays nicely in decks that want extra spell density and incidental value, though it’s less ideal for pure control.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.12 - $0.18
At the current market price of $0.14.
Average Time to Sell
3 days
At the current market price of $0.14.

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Character Background

Meteoric Mace is a classic Commander Masters bruiser: a six-mana Equipment that wants to turn one creature into a trampling threat while refunding some of your investment with cascade. In practice, it fits best in aggressive or midrange decks that can exploit a sudden power boost to pressure life totals, especially if your commander or key attacker already has evasion, double strike, or benefits from large power. The +4/+0 is meaningful even before combat tricks, and trample helps push damage through chump blockers, making it excellent for closing games in creature-heavy pods. Deckbuilding-wise, pair it with cheap Equipment tutors, reconfigure-style support, or creatures with equip synergies so the high Equip {4} cost matters less. Because cascade triggers on cast, not resolution, it also plays nicely in decks that want extra spell density and incidental value, though it’s less ideal for pure control.

Generated using gpt-5.4-mini · Updated at 2026-10-09 08:10:45 UTC

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