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Invert // Invent

Invert

one blue or red manaInstant

Card text

Switch the power and toughness of each of up to two target creatures until end of turn.

Invent

four generic manaone blue manaone red manaInstant

Card text

Search your library for an instant card and/or a sorcery card, reveal them, put them into your hand, then shuffle.

Showing Guilds of Ravnica#228

Price

0.15 $

Foil 1.79 $

11 printings

Daily estimate from Scryfall, not a shop quote.

Invert // Invent rulings

  • If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.

  • To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.

  • Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.

  • Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.

  • Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.

  • A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.

  • If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.

  • Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature may become lethal if you switch its power and toughness during that turn.

  • Effects that switch a creature's power and toughness apply after all other effects, regardless of when those effects began to apply. For instance, if you target a 1/2 creature then give it +2/+0 later in the turn, it's a 2/3 creature, not a 4/1 creature.

  • Switching a creature's power and toughness twice (or any even number of times) effectively returns the creature to the power and toughness it had before any switches.

  • While resolving Invent, you could put no cards, an instant card, a sorcery card, or an instant card and a sorcery card into your hand.

  • If you chose two targets, Invert switches the power and toughness of one creature and it switches the power and toughness of another creature. It doesn't switch one creature's power with another creature's power.

Invert // Invent format legality

Constructed

  • StandardNot legal
  • PioneerLegal
  • ModernLegal
  • Future StandardNot legal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulNot legal

Commander

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

Arena & online

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

Other

  • TLRNot legal

All printings of Invert // Invent 11

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Card data

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