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Hold for Ransom

one generic manaone white manaEnchantment — Aura

Card text

Enchant creature

Enchanted creature can't attack or block and has "seven generic mana: Hold for Ransom's controller sacrifices it and draws a card. Activate only as a sorcery."

"Let's find out how much your friends think you're worth." —Gino, hired kidnapper

Showing Streets of New Capenna#16

Price

0.18 $

Foil 0.31 $

11 printings

Daily estimate from Scryfall, not a shop quote.

Hold for Ransom rulings

  • The ability Hold for Ransom grants to the enchanted creature can be activated only by that creature's controller, who is usually not the same player who controls Hold for Ransom.

Hold for Ransom 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.

Hold for Ransom format legality

Constructed

  • StandardNot legal
  • PioneerLegal
  • ModernLegal
  • Future StandardNot legal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperLegal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulLegal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderLegal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricLegal
  • TimelessLegal
  • AlchemyNot legal
  • GladiatorLegal
  • BrawlLegal
  • Standard BrawlNot legal
  • Competitive BrawlLegal

Other

  • TLRLegal

All printings of Hold for Ransom 11

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Card data

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