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Moxonomy

Dismiss into Dream

Enchantment6 generic manaBlue mana

The trick is what it does to your own removal. Once this resolves, every creature your opponents control inherits a clause that turns any targeting into a death sentence: not just your spells, but their own pump effects, their own protection auras, any ability that has to point at a creature to function. A single Shock becomes hard removal for anything, a tap effect kills, even an opponent's own targeted blessing becomes an own-goal. The Illusion type-grafting is the mechanism, recasting the entire opposing board as the fragile creature class that has always punished interaction, and the sacrifice trigger does the rest: no damage to calculate, no toughness to clear, no indestructible to route around, since sacrifice sidesteps the lot. Seven mana for an enchantment that kills nothing on its own is a deliberate tax, not an oversight: you are paying for a board state you have to build around afterward, holding cheap targeted effects and a board you can profitably trade into. This is a card that rewrites the rules of engagement rather than affecting it directly, leaving the actual killing to whatever pinprick of a spell you have left in hand. That gap between the splashy global rewrite and the cheap follow-up that exploits it is exactly the texture this kind of enchantment lives or dies on.

Dismiss into Dream (m14)
M14 · #50rare
Pricing
Normal: $0.86
Foil: $3.31
Oracle Text

Rules text

Each creature your opponents control is an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it."
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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