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Moxonomy

Freeze in Place

Sorcery1 generic manaBlue mana

Stun counters gave designers a way to sell a Frost Breath effect as something more permanent, and this is the version that leans hardest into that math. A single tap normally buys one turn of freedom from a blocker or attacker; three stun counters buy three untap steps, because each attempt to untap the creature peels off a counter instead. That turns a two-mana sorcery into a soft removal spell against anything that plans to attack or hold up an activated ability: the target stays down through your next several turns, and you have effectively bought a window rather than a single beat. The sorcery timing is the honest cost here, since freezing a creature on your own turn means you cannot ambush an attacker mid-combat the way an instant could; you commit ahead and take the tempo on your terms. The scry 2 is what keeps the card from feeling like pure spent tempo, smoothing your next draws so the turns you bought do not get wasted on flooding out. It is a clean piece of tempo tooling that trades the unconditional finality of removal for a repeatable delay that costs the opponent multiple untap steps to unwind.

Freeze in Place (woe)
WOE · #50common
Pricing
Normal: $0.34
Foil: $0.25
Oracle Text

Rules text

Tap target creature an opponent controls and put three stun counters on it. Scry 2. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Legalities

Format Status

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