Chamber of Manipulation
Enchantment — Aura
Card text
Enchant land
Enchanted land has ", Discard a card: Gain control of target creature until end of turn."
Politics is just a subtle form of mind control—and cephalids are master politicians.
Showing Odyssey#76
Price
1.14 $
Foil 12.96 $
9 printings
Daily estimate from Scryfall, not a shop quote.
Chamber of Manipulation rulings
Remember that the creature does not gain Haste, so you can’t attack with that creature or use any ability with
in the activation cost during the turn you take control of it.
The creature does not untap if it is tapped.
Chamber of Manipulation keyword rules
Enchant Rule 702.5
Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
For more information about Auras, see rule , “Enchantments.”
If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.
Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.
Chamber of Manipulation format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernNot legal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernLegal
- Old SchoolNot legal
- Penny DreadfulNot legal
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
- TLRNot legal
All printings of Chamber of Manipulation 9
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