Demonspine Whip MTG Card


Demonspine Whip - Alara Reborn
Mana cost
Converted mana cost2
RarityUncommon
TypeArtifact — Equipment
Abilities Equip
Released2009-04-30
Set symbol
Set nameAlara Reborn
Set codeARB
Number39
Frame2003
Layoutnormal
Borderblack
Illustred byMark Hyzer

Key Takeaways

  1. Boosts creature power at instant speed, enabling surprise attacks and crucial combat wins.
  2. Drawing parallels with similar artifacts, it offers flexibility based on mana availability.
  3. Can be countered by strategic removal or disruption, maintaining board control.

Text of card

: Equipped creature gets +X/+0 until end of turn. Equip

Using a spine to break a slave's back appeals to the Grixis sense of irony.


Card Pros

Card Advantage: While Demonspine Whip doesn’t directly allow you to draw cards, its repeatable nature means you can continually bolster your creature’s power each turn. This repeat usage provides a tactical advantage, forcing opponents to deal with the threat or risk being overwhelmed.

Resource Acceleration: This equipment card provides a cost-effective way of increasing a creature’s offensive capabilities without having to play additional spells. Investing mana into Demonspine Whip’s ability can result in a significant increase in power, potentially turning any creature into a formidable threat.

Instant Speed: The flexibility of activating Demonspine Whip at instant speed gives it a strategic edge. You can optimize your mana usage by only boosting your creature’s power during the combat phase, potentially surprising your opponent with a sudden, lethal attack.


Card Cons

Discard Requirement: When activating Demonspine Whip’s power-boosting ability, a player must discard a card. This cost can be particularly steep, especially in crucial gameplay moments when hand size determines your level of flexibility and resilience against your opponent’s strategies.

Specific Mana Cost: The Whip asks for a very specific investment of one black mana underwater the cost, which could be restrictive in multi-color or colorless decks. This requirement can sometimes prevent the card from being as versatile as one would hope in a dynamic MTG environment.

Comparatively High Mana Cost: With an activation cost of three mana to give a creature a +1/+0 boost until end of turn, Demonspine Whip’s efficiency is questionable. For decks that aim to be mana-efficient, there may be better alternatives that offer a lower cost to power ratio or provide additional benefits beyond a temporary attack boost.


Reasons to Include Demonspine Whip in Your Collection

Versatility: Demonspine Whip can be a dynamic addition to decks that crave flexibility in their artifact equipment. This card can easily adapt to various situations on the battlefield, providing a significant power boost to creatures when needed.

Combo Potential: The ability to provide a creature with a power hike at instant speed allows for unexpected and powerful combos during combat or in response to your opponent’s actions. It’s excellent for strategies that capitalize on increased creature power.

Meta-Relevance: In a meta that values quick, impactful plays, Demonspine Whip offers players a potentially game-changing power boost. This allows for significant offensive pressure or the ability to eliminate key threats in combat scenarios.


How to beat

Demonspine Whip is a unique equipment artifact in Magic: The Gathering, known for its power boosting ability at the cost of mana. When it’s on the battlefield, players might feel the pressure as it can turn even the smallest creature into a significant threat. The key to overcoming this card lies in strategic removal or disruptive counterspells targeting the artifact before it can alter the tide of battle.

Artifact removal spells like Naturalize or Disenchant are straightforward solutions, eliminating the threat before the opponent invests more mana into it. Alternatively, countermagic such as Negate provides a preemptive measure to keep Demonspine Whip from ever hitting the field. Creature removal is also vital. Should the whip be equipped, eliminating the creature it’s attached to can efficiently render the artifact useless temporarily.

Strategy is critical when dealing with Demonspine Whip. By staying ahead of your opponent’s moves and keeping your removal spells ready, you can mitigate the impact of this potentially game-changing card, maintaining control over the battlefield and leading yourself closer to victory in your MTG matchups.


Cards like Demonspine Whip

Demonspine Whip finds its niche in the array of artifact equipment in Magic: The Gathering, drawing parallels to other equipment that bolster creature power. Comparable to the likes of Bonesplitter, which straightforwardly grants a +2/+0 boost, the Whip allows a more flexible buffing option, adjusting the power increase according to available mana.

Fireshrieker is another equipment card that can escalate the threat level of your creatures, not by increasing power but by granting double strike, effectively doubling the damage output. While Demonspine Whip requires mana investment for each attack, Fireshrieker’s double strike is constant once equipped. Then there is the more mana-intensive Loxodon Warhammer, which, in addition to providing a significant power and toughness boost, also equips creatures with lifelink, a benefit beyond the scope of Demonspine Whip’s design.

Analyzing these options shows how Demonspine Whip’s utility scales with the game’s progression, standing out for its flexibility and the potential for a significant, though temporary, power surge. This makes the Whip a tactical option in the diverse world of creature-enhancing MTG artifacts.

Bonesplitter - MTG Card versions
Fireshrieker - MTG Card versions
Loxodon Warhammer - MTG Card versions
Bonesplitter - Arena League 2003 (PAL03)
Fireshrieker - Mirrodin (MRD)
Loxodon Warhammer - Mirrodin (MRD)

Cards similar to Demonspine Whip by color, type and mana cost

Rakdos Signet - MTG Card versions
Talisman of Indulgence - MTG Card versions
Rakdos Riteknife - MTG Card versions
Steelclaw Lance - MTG Card versions
Oni-Cult Anvil - MTG Card versions
Rakdos Signet - Ravnica: Clue Edition (CLU)
Talisman of Indulgence - Fallout (PIP)
Rakdos Riteknife - The List (PLST)
Steelclaw Lance - Throne of Eldraine (ELD)
Oni-Cult Anvil - The Brothers' War Commander (BRC)

Where to buy

If you're looking to purchase Demonspine Whip MTG card by a specific set like Alara Reborn, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Demonspine Whip and other MTG cards:

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Legalities

Magic the Gathering formats where Demonspine Whip has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PredhLegal

Rules and information

The reference guide for Magic: The Gathering Demonspine Whip card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2009-05-01 If Demonspine Whip is no longer on the battlefield by the time its first ability resolves, the game checks whether it was attached to a creature at the time it left the battlefield. If it was, that creature gets the +X/+0 bonus. If it wasn’t, no creature gets the bonus.
2009-05-01 Once Demonspine Whip’s ability resolves and gives the +X/+0 bonus to a creature, that bonus stays with that creature for the rest of the turn even if Demonspine Whip moves to another creature or leaves the battlefield.
2009-05-01 When the first ability resolves, the +X/+0 bonus is given to the creature that Demonspine Whip is attached to at that time, regardless of what creature (if any) it was attached to when the ability was activated. If Demonspine Whip is on the battlefield but not attached to a creature at this time, no creature gets the bonus.

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