| Name | Mobilize |
|---|---|
| Type | Spell |
| Description | Channel 1 rune exhausted. If you can't, draw 1. |
| Artist | Kudos Productions |
| Set | Origins #134 |
| Wallpaper | |
| Image |
Tierlist
No Rank
Grade it yourself
- Casual
Legal - Show more...
| Name | Mobilize |
|---|---|
| Type | Spell |
| Description | Channel 1 rune exhausted. If you can't, draw 1. |
| Artist | Kudos Productions |
| Set | Origins #134 |
| Wallpaper | |
| Image |
Tierlist
No Rank
Grade it yourself
Mobilize, Spell, designed by Kudos Productions first released in Mar, 2026 in the set Origins.
Mobilize fits best in low-curve, rune-hungry tempo or combo decks that actively want to exhaust their own runes for value—especially builds that trigger bonuses when runes become exhausted or that need efficient enablers to turn on mid-game power spikes; in those shells, a 2-cost Channel 1 with a built-in fallback draw keeps momentum without bricking, making it a solid glue card. However, in slower control or rune-light midrange lists, it’s likely outclassed by more proactive 2-cost options that either Channel multiple runes, generate board presence, or provide unconditional card draw (cards that offer Channel 2 or a 2-cost draw-2 equivalent would generally be stronger if available), since Mobilize’s ceiling is modest. Overall, it should see play primarily in synergy-driven rune decks where exhausting a rune is upside rather than cost, but it’s not an auto-include outside that niche.
— Comments 0
, Reactions 1
Be the first to comment