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Rules guide · Artifact

Sword of Forge and FrontierHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Phyrexia: All Will Be One· February 10, 2023
Carte Magic Sword of Forge and Frontier

Sword of Forge and Frontier is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Equipped creature gets +2/+2 and has protection from red and from green. Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn. Equip {2}

Complete guide

Sword of Forge and Frontier is a powerful addition to the legendary 'Sword of' cycle, providing both offensive pressure and significant card advantage. By granting protection from two of the most creature-heavy colors, it ensures your threats can bypass blockers and survive common removal spells.

What It Does

This Equipment grants the equipped creature +2/+2 and protection from red and from green. This protection means the creature cannot be blocked by red or green creatures, targeted by red or green spells or abilities, and all damage dealt to it by red or green sources is prevented. Furthermore, whenever the creature deals combat damage to a player, you exile the top two cards of your library to play them later and gain the ability to play an extra land.

How It Resolves Step by Step

First, the creature must deal combat damage to a player, which triggers the ability. Once the ability resolves, you exile the top two cards of your library and are granted permission to play them until the end of the turn. Simultaneously, you gain a static allowance to play one additional land this turn. Note that you must still pay the mana costs for any spells cast this way and follow all timing restrictions (such as casting sorceries only during your main phase).

Common Mistakes

A frequent misunderstanding involves the timing of playing lands. If the creature deals damage on an opponent's turn—perhaps via a card that allows it to block and deal damage as if it were attacking—you cannot play a land during that opponent's turn, as the rules of Magic only allow land plays during your own turn. Additionally, remember that the additional land play is cumulative; if you hit a player twice in one turn, you could play three lands total (your normal one plus two bonuses).

When to Play It

Sword of Forge and Frontier is most effective when your opponent relies on red or green creatures for defense, such as Goblins or Elves. It is also an excellent tool for decks that need to find specific pieces or increase their mana production, as it effectively 'draws' two cards and ramps you forward every time it successfully connects.

Interaction examples

Accelerating Your Mana

After your creature deals combat damage, you exile the top two cards, one of which is Arcane Signet. Because you have the mana available, you may cast the Arcane Signet immediately from exile, providing you with more mana for future turns.

Speeding Up the Attack

You can equip Swiftfoot Boots to a creature to give it Haste, allowing it to attack the same turn it enters the battlefield. Once it attacks and deals damage while also carrying Sword of Forge and Frontier, you trigger the exile ability, potentially finding more Equipment or creatures to cast with your extra land drop.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Sword of Forge and Frontier

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You must follow all normal timing rules for a card you play using Sword of Forge and Frontier's second ability and, if it's a spell, you must pay its costs to cast it.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The effect that allows you to play an additional land that turn is cumulative with other effects that do so, including itself. If the second ability triggers multiple times in the same turn, perhaps because there were multiple combats, you will be able to play that many additional lands.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If the equipped creature somehow deals combat damage to a player on an opponent's turn, the second ability will trigger. You'll be able to cast cards you exile if timing rules allow (so, instants, mostly), but you won't be able to play a land that turn.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Sword of Forge and Frontier
+Mortuary
+Intruder Alarm
+Tawnos, Urza's Apprentice
#1

Sword of Forge and Frontier + Mortuary + Intruder Alarm + Tawnos, Urza's Apprentice

Exile your library with the ability to play the exiled cards until end of turnPlay all lands in your library
  1. 1Deal combat damage with the creature that Sword of Forge and Frontier is attached to.
  2. 2Sword of Forge and Frontier triggers.
  3. 3In response, activate creatures you control by tapping them, adding at least {2}{U}{B}{R}.
  4. 4Activate Tawnos by paying {U}{R} and tapping them, copying the ability of Sword of Forge and Frontier.
  5. 5Cast Activated Sleeper by paying {2}{B}, choosing not to copy anything.
  6. 6Activated Sleeper enters the battlefield and dies.
  7. 7Mortuary and Intruder Alarm trigger.
  8. 8Resolve Intruder Alarm's trigger, untapping all creatures you control.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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Meta decks with Sword of Forge and Frontier

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Official source