Viewing offers in Near Mint condition
Diamond Weapon
Oracle Text
This spell costs {1} less to cast for each permanent card in your graveyard.
Reach
Immune — Prevent all combat damage that would be dealt to Diamond Weapon.
Card Details
Character Background
Diamond Weapon is a hulking, mythic-feeling payoff that fits best in midrange-to-control strategies looking to stabilize and then dominate the air and ground with a single resilient threat. Its cost reduction, based on permanent cards in your graveyard, strongly rewards self-mill, sacrifice, and grindy attrition decks that naturally stock the yard with lands, creatures, and artifacts; in those shells, it can come down far earlier than eight mana suggests. Once deployed, reach lets it wall off flyers, while Immune means combat damage cannot chip it down, making it a nightmare for fair combat decks. Pair it with ways to force board stalls, recur permanents, or stock your graveyard efficiently—cards that sacrifice themselves, fetch lands, or cycle through permanents all help. The Final Fantasy-style “Weapon” flavor feels like an ancient guardian: not fast, but inexorable, a singular force that turns a long game in your favor.
Generated using gpt-5.4-mini
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List Diamond Weapon
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
Public Decks Using This Card
No public decks are currently using this card.
Character Background
Diamond Weapon is a hulking, mythic-feeling payoff that fits best in midrange-to-control strategies looking to stabilize and then dominate the air and ground with a single resilient threat. Its cost reduction, based on permanent cards in your graveyard, strongly rewards self-mill, sacrifice, and grindy attrition decks that naturally stock the yard with lands, creatures, and artifacts; in those shells, it can come down far earlier than eight mana suggests. Once deployed, reach lets it wall off flyers, while Immune means combat damage cannot chip it down, making it a nightmare for fair combat decks. Pair it with ways to force board stalls, recur permanents, or stock your graveyard efficiently—cards that sacrifice themselves, fetch lands, or cycle through permanents all help. The Final Fantasy-style “Weapon” flavor feels like an ancient guardian: not fast, but inexorable, a singular force that turns a long game in your favor.
Generated using gpt-5.4-mini · Updated at 2026-08-11 08:40:45 UTC
