Home / Magic: The Gathering / Final Fantasy / Diamond Weapon
Diamond Weapon
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Legendary Artifact Creature — Elemental

Diamond Weapon

uncommon · Legendary Artifact Creature — Elemental · Final Fantasy
$2.38
Low
$2.80
Market
$3.50
High

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

8/8Power / Toughness
{7}{G}{G}Mana Cost
1Prints

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

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Suggested Pricing
$2.38 - $3.50
At the current market price of $2.80.
Average Time to Sell
3 days
At the current market price of $2.80.

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

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