Captivating Vampire
Creature — VampirePower and toughness2/2
Card text
Other Vampire creatures you control get +1/+1.
Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
Showing Magic 2011#87
Price
4.90 $
Foil 2.64 $
21 printings · up to 5.95 $
Daily estimate from Scryfall, not a shop quote.
Captivating Vampire rulings
Since Captivating Vampire’s activated ability doesn’t have a tap symbol in its cost, you can tap a Vampire (including Captivating Vampire itself) that hasn’t been under your control since your most recent turn began to pay the cost.
The effect of Captivating Vampire’s activated ability has no duration. You retain control of the affected creature until the game ends, the creature leaves the battlefield, or a later effect causes someone else to gain control of it. It doesn’t matter whether Captivating Vampire remains on the battlefield. Similarly, the affected creature remains a Vampire in addition to its other types until the game ends, the creature leaves the battlefield, or a later effect changes its types or subtypes.
Gaining control of a creature doesn’t cause you gain control of any Auras or Equipment attached to it.
Captivating Vampire format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHLegal
Arena & online
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- BrawlNot legal
- Standard BrawlNot legal
- Competitive BrawlNot legal
Other
- TLRLegal
All printings of Captivating Vampire 21
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