Illusory Gains
Enchantment — Aura
$0.18
Market price
$0.55
Foil
0
Public decks
Rules Text
Card Facts
Legality
Commander
LegalDuel Commander
LegalLegacy
LegalModern
LegalOathbreaker
LegalPenny Dreadful
LegalPioneer
LegalVintage
LegalAlchemy
Not legalBrawl
Not legalCompetitive Brawl
Not legalFuture
Not legalGladiator
Not legalHistoric
Not legalOld School
Not legalPauper
Not legalPauper Commander
Not legalPreDH
Not legalPremodern
Not legalStandard
Not legalStandard Brawl
Not legalTimeless
Not legalTLR
Not legalRulings
- 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
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
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.
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