Captive Weird (MOM-049) - March of the Machine

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Uncommon
null/null
Standard
Future
Historic
Timeless
Gladiator
Pioneer
Modern
Legacy
Pauper
Vintage
Penny
Commander
Oathbreaker
Brawl
Alchemy
Pauper Commander
Duel
Oldschool
Premodern
Predh
Defender

3(R/P): Transform Captive Weird. ((R/P) can be paid with either R or 2 life.)

//

Compleated Conjurer

When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.
Defender
{R/P}: Transform this creature. Activate only as a sorcery. ({R/P} can be paid with either or 2 life.)

When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.

Captive Weird (MOM-049) - March of the Machine

Uncommon
null/null
Standard
Future
Historic
Timeless
Gladiator
Pioneer
Modern
Legacy
Pauper
Vintage
Penny
Commander
Oathbreaker
Brawl
Alchemy
Pauper Commander
Duel
Oldschool
Premodern
Predh
Defender

3(R/P): Transform Captive Weird. ((R/P) can be paid with either R or 2 life.)

//

Compleated Conjurer

When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.
Defender
{R/P}: Transform this creature. Activate only as a sorcery. ({R/P} can be paid with either or 2 life.)

When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.

Wizards of the Coast

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