Home / Magic: The Gathering / Marvel Super Heroes / Vibranium Energy Daggers
Vibranium Energy Daggers
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Artifact — Equipment

Vibranium Energy Daggers

common · Artifact — Equipment · Marvel Super Heroes
$0.12
Low
$0.14
Market
$0.18
High

Oracle Text

Indestructible (Effects that say "destroy" don't destroy this Equipment.)
Equipped creature gets +2/+2.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Card Details

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

Character Background

Vibranium Energy Daggers is a simple but resilient piece of Equipment that fits best into aggressive or tempo-oriented decks, where a cheap investment early can keep turning any small creature into a meaningful threat. The indestructible clause matters more than it first appears: unlike many low-cost Equipment, this one is hard to remove with destroy-based sweepers or incidental artifact hate, so it can keep paying off through a long game. The +2/+2 boost is efficient enough to push evasive creatures, token makers, or cheap utility bodies into real combat pressure, and the sorcery-speed equip cost encourages planning your turns carefully rather than shifting it around mid-combat. In deckbuilding, it pairs especially well with creatures that already have evasion, deathtouch, or combat-triggered abilities, since adding power makes those effects scale up quickly. If you want repeatable pressure without overcommitting, this is a solid common that rewards disciplined sequencing.

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.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Vibranium Energy Daggers is a simple but resilient piece of Equipment that fits best into aggressive or tempo-oriented decks, where a cheap investment early can keep turning any small creature into a meaningful threat. The indestructible clause matters more than it first appears: unlike many low-cost Equipment, this one is hard to remove with destroy-based sweepers or incidental artifact hate, so it can keep paying off through a long game. The +2/+2 boost is efficient enough to push evasive creatures, token makers, or cheap utility bodies into real combat pressure, and the sorcery-speed equip cost encourages planning your turns carefully rather than shifting it around mid-combat. In deckbuilding, it pairs especially well with creatures that already have evasion, deathtouch, or combat-triggered abilities, since adding power makes those effects scale up quickly. If you want repeatable pressure without overcommitting, this is a solid common that rewards disciplined sequencing.

Generated using gpt-5.4-mini · Updated at 2026-09-05 22:20:46 UTC

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