Bow to My Command
Ongoing Scheme
$2.57
Market price
0
Public decks
Rules Text
Card Facts
Legality
Alchemy
Not legalBrawl
Not legalCommander
Not legalCompetitive Brawl
Not legalDuel Commander
Not legalFuture
Not legalGladiator
Not legalHistoric
Not legalLegacy
Not legalModern
Not legalOathbreaker
Not legalOld School
Not legalPauper
Not legalPauper Commander
Not legalPenny Dreadful
Not legalPioneer
Not legalPreDH
Not legalPremodern
Not legalStandard
Not legalStandard Brawl
Not legalTimeless
Not legalTLR
Not legalVintage
Not legalRulings
- Jun 13, 2017 · Wizards of the Coast
If the chosen player leaves the game, this scheme isn’t abandoned, but its middle ability won’t have any effect anymore. You won’t choose a new player.
- Jun 13, 2017 · Wizards of the Coast
If multiple abilities trigger at the beginning of your opponents’ end step, first their abilities are put onto the stack in any order, and then you put your abilities onto the stack in any order. Your abilities resolve before theirs do.
- Jun 13, 2017 · Wizards of the Coast
To pay the cost of this scheme’s second ability, your opponents collectively need to tap creatures with total power 8 or greater. Those creatures may be controlled by different teammates.
- Jun 13, 2017 · Wizards of the Coast
Your opponents may tap creatures that came under their control this turn to pay the cost of this scheme’s last ability.
- Jun 13, 2017 · Wizards of the Coast
Once your opponents have chosen to tap creatures, you can’t take any action until they’re tapped and this scheme has been abandoned.
- Jun 13, 2017 · Wizards of the Coast
In a Supervillain Rumble game, this scheme’s last ability triggers at the beginning of each opponent’s end step. Only that player may tap untapped creatures they control.
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