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Catch of the Day

five generic manaone blue manaCreature — SerpentPower and toughness?/?

Card text

As Catch of the Day enters the battlefield, choose one for each of the following.

Keyword → Vigilance; ward three generic mana; or islandwalk.

Whenever this creature attacks → Scry 2; goad target creature an opponent controls; or tap target creature an opponent controls.

Size → 6/2; 4/4; or 2/6.

Showing Mystery Booster 2#528

Price

0.20 $

1 printing

Daily estimate from Scryfall, not a shop quote.

Catch of the Day rulings

  • If you cast Catch of the Day, you don’t make any choices until it resolves. Opponents won’t know what it is until you serve it up! Once it leaves the battlefield, it forgets the choices you made.

  • If an object on the battlefield becomes a copy of Catch of the Day, it’ll copy the values chosen for Catch of the Day’s enters-the-battlefield replacement effect.

  • If an object enters the battlefield as a copy of Catch of the Day, it copies the values chosen previously for Catch of the Day’s enters-the-battlefield replacement effect. However, as the copy enters, it’ll also apply Catch of the Day’s replacement effect again, allowing the copy’s controller to choose an option for Keyword, Whenever this creature attacks, and Size. The newly chosen Size will overwrite the original Catch of the Day’s power and toughness, but the newly chosen Keyword and Whenever this creature attacks abilities will be added on top of any copied abilities. For example, this can cause you to have a Catch of the Day with vigilance, ward three generic mana, and two “Whenever this creature attacks” abilities. You can even make the exact same ability choices as the original Catch of the Day, and the copy will have two instances of the chosen abilities. For instance, you can have a creature with ward three generic mana and ward three generic mana and “Whenever this creature attacks, scry 2” and “Whenever this creature attacks, scry 2.” Each of those abilities would trigger separately.

  • Catch of the Day doesn’t have any of the listed keywords, triggered abilities, or power and toughness combinations if it’s not on the battlefield.

  • Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

  • Playtest cards use a modified version of game symbols, such as tap this permanent and one white mana. These modified symbols should be treated as the standard symbols during play.

  • For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

Catch of the Day keyword rules

Goad Rule 701.38

Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature is goaded.

Goaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other than the controller of the permanent, spell, or ability that caused it to be goaded if able. Goaded is neither an ability nor part of the permanent’s copiable values.

A creature can be goaded by multiple players. Doing so creates additional combat requirements.

Once a player has goaded a creature, the same player goading it again has no effect. Doing so doesn’t create additional combat requirements.

Scry Rule 701.18

To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.

If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.

If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule ) where to put those cards, then those cards move at the same time.

An ability that triggers whenever a player scries triggers after the process described in rule is complete, even if some or all of those actions were impossible.

Catch of the Day format legality

Constructed

  • StandardNot legal
  • PioneerNot legal
  • ModernNot legal
  • Future StandardNot legal

Eternal

  • LegacyNot legal
  • VintageNot legal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulNot legal

Commander

  • CommanderNot legal
  • OathbreakerNot legal
  • Pauper CommanderNot legal
  • Duel CommanderNot legal
  • PreDHNot legal

Arena & online

  • HistoricNot legal
  • TimelessNot legal
  • AlchemyNot legal
  • GladiatorNot legal
  • BrawlNot legal
  • Standard BrawlNot legal
  • Competitive BrawlNot legal

Other

  • TLRNot legal

All printings of Catch of the Day 1

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Card data

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