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Skyclave Pick-Axe
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Artifact — Equipment

Skyclave Pick-Axe

uncommon · Artifact — Equipment · Magic Online Promos
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

When this Equipment enters, attach it to target creature you control.
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.
Equip {2}{G} ({2}{G}: Attach to target creature you control. Equip only as a sorcery.)

Card Details

-/-Power / Toughness
{G}Mana Cost
4Prints

Character Background

Skyclave Pick-Axe is a clean fit for an aggressive or landfall-driven tempo plan, turning every land drop into a burst of combat damage. Because it enters already attached, it starts pressuring immediately, and in decks that can make extra land drops or ramp quickly, the +2/+2 trigger becomes a reliable way to punish blockers and race damage. It pairs especially well with effects like extra land plays, fetch-style land movement, or cards that reward repeated landfall, since even a single turn with multiple land entries can swing combat hard. The Equipment’s high equip cost means you want to minimize moving it around, so it is best in decks with evasive or resilient creatures that can keep attacking after it lands. Thematically, it feels like a rugged Zendikar tool repurposed into a battlefield weapon, reflecting the plane’s habit of making survival itself into offense.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

Public Decks Using This Card

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Character Background

Skyclave Pick-Axe is a clean fit for an aggressive or landfall-driven tempo plan, turning every land drop into a burst of combat damage. Because it enters already attached, it starts pressuring immediately, and in decks that can make extra land drops or ramp quickly, the +2/+2 trigger becomes a reliable way to punish blockers and race damage. It pairs especially well with effects like extra land plays, fetch-style land movement, or cards that reward repeated landfall, since even a single turn with multiple land entries can swing combat hard. The Equipment’s high equip cost means you want to minimize moving it around, so it is best in decks with evasive or resilient creatures that can keep attacking after it lands. Thematically, it feels like a rugged Zendikar tool repurposed into a battlefield weapon, reflecting the plane’s habit of making survival itself into offense.

Generated using gpt-5.4-mini · Updated at 2026-08-21 18:40:46 UTC

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