Login

Search
Trade
Autocard
Search options
(partial) name
cost
converted
type
subtypes
supertypes
power / toughness
ability
text
abbreviation
color
deck colors
rarity
expansion
flavor text
artist
value


name contained in:

order by (1)
(2)
(3) name

Output options

6 results - Link to this list
New search
Act of Aggression
{3}{R/P}{R/P}
Instant
({r/p} can be paid with either {R} or 2 life.)
Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Captivating Crew
{3}{R}
Creature -- Human Pirate
4/3
{3}{R}: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
Conquering Manticore
{4}{R}{R}
Creature -- Manticore
5/5
Flying
When ~this~ enters, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Might Makes Right
{5}{R}
Enchantment
At the beginning of combat on your turn, if you control each creature on the battlefield with the greatest power, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T} this turn.)
Smelt-Ward Gatekeepers
{3}{R}
Creature -- Human Warrior
2/4
When ~this~ enters, if you control two or more Gates, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Your Will Is Not Your Own
Scheme
When you set this scheme in motion, gain control of target creature an opponent controls until end of turn. Untap that creature. It gets +3/+3 and gains trample and haste until end of turn.

New search