Impulse Caster← Back to search
Illusory Gains

Illusory Gains

{3}{U}{U}
Enchantment — Aura

Enchant creature

You control enchanted creature.

Whenever a creature an opponent controls enters, attach this Aura to that creature.

Illustrated by Kev Walker

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#59
RarityRare
ReleasedMar 27, 2015
EDHREC rank#22,616

Prices

USD$0.19
USD foil$0.55
EUR€0.25
EUR foil€0.44
MTGO0.02 tix
Rulings (4)
  • The last ability of Illusory Gains doesn't target the new creature. It will become attached to that creature even if that creature has hexproof or shroud.

    Feb 25, 2015 · Wizards of the Coast
  • Illusory Gains's last ability is mandatory. You can't choose to have Illusory Gains not move.

    Feb 25, 2015 · Wizards of the Coast
  • If Illusory Gains can't legally enchant the creature that enters the battlefield (perhaps because it has protection from blue), it remains where it is. You retain control of the creature it's currently enchanting.

    Feb 25, 2015 · Wizards of the Coast
  • If multiple creatures enter the battlefield under an opponent's control at the same time, Illusory Gains will trigger for each of them. You may put these abilities on the stack in any order. As each resolves, you'll briefly gain control of the associated creature. The last one to resolve determines which one you'll ultimately control.

    Feb 25, 2015 · Wizards of the Coast

Related cards

More on this card