Two-Handed Axe // Sweeping Cleave
Two-Handed Axe
Artifact — Equipment
Card text
Whenever equipped creature attacks, double its power until end of turn.
Equip
Sweeping Cleave
Instant — Adventure
Card text
Target creature you control gains double strike until end of turn. (Then exile this card. You may cast the artifact later from exile.)
Showing The List#CLB-203
Price
1.57 $
10 printings · up to 1.68 $
Daily estimate from Scryfall, not a shop quote.
Two-Handed Axe // Sweeping Cleave rulings
To double a creature's power, that creature gets +X/+0, where X is that creature's power as the triggered ability resolves.
An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it’s in your graveyard, Altar of Bhaal is an artifact card whose mana value is 2.
When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card’s normal characteristics. The spell’s color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.
If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner’s graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won’t be exiled and the spell’s controller won’t be able to cast it as a permanent later.
If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won’t give you permission to cast it as a permanent spell.
You must still follow any relevant timing rules for the permanent spell you cast from exile. Normally, you’ll be able to cast it only during your main phase while the stack is empty.
If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it’s not possible to cast the copy from exile.
An effect may refer to a card, spell, or permanent that “has an Adventure.” This refers to a card, spell, or permanent that has an adventurer card’s set of alternative characteristics, even if they’re not being used and even if that card was never cast as an Adventure.
If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it’s a token) or cease to be a copy (if it’s a nontoken permanent), and so you won’t be able to cast it as an Adventure.
If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
Casting a card as an Adventure isn’t casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
Two-Handed Axe // Sweeping Cleave keyword rules
Equip Rule 702.6
Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.”
For more information about Equipment, see rule , “Artifacts.”
Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to.
If a permanent has multiple equip abilities, any of its equip abilities may be activated.
“Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.”
Double Rule 701.9
Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule .
To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.
If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.
To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.
To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.
To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.
To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.
Two-Handed Axe // Sweeping Cleave format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernNot legal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlNot legal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of Two-Handed Axe // Sweeping Cleave 10
Cards similar to Two-Handed Axe // Sweeping Cleave
Sidequest: Play Blitzball // World Champion, Celestial WeaponEnchantment // Legendary Artifact — Equipment
The Spear of LeonidasLegendary Artifact — Equipment
Twin BladesArtifact — Equipment
Junk JetArtifact — Equipment
Hexgold HalberdArtifact — Equipment
Javelin of LightningArtifact — Equipment
Hard-Won JitteArtifact — Equipment
Sparring CollarArtifact — Equipment
KnifeArtifact — Clue Equipment
Hidden FootbladeArtifact — Equipment
Show 20 more similar cards
Coral SwordArtifact — Equipment
EmbercleaveLegendary Artifact — Equipment
Sword of VengeanceArtifact — Equipment
The MasamuneLegendary Artifact — Equipment
FireshriekerArtifact — Equipment
Chariot of VictoryArtifact — Equipment
Helm of KaldraLegendary Artifact — Equipment
Quick-Draw DaggerArtifact — Equipment
Rover BladesArtifact — Equipment Vehicle
Inquisitor's FlailArtifact — Equipment
Sword of HoursArtifact — Equipment
Grappling HookArtifact — Equipment
Gavel of the RighteousArtifact — Equipment
Hidden BladeArtifact — Equipment
Sting, the Glinting DaggerLegendary Artifact — Equipment
Brass KnucklesArtifact — Equipment
No-DachiArtifact — Equipment
Sharpened PitchforkArtifact — Equipment
Jousting LanceArtifact — Equipment
Runechanter's PikeArtifact — Equipment