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Moxonomy

Hold for Ransom

Enchantment — Aura1 generic manaWhite mana

Pacifism has switched off attackers and blockers since the early days, a clean one-for-one that trades your card for their creature and asks nothing more. The wrinkle here is a grant of controlled agency, and it pays to read the grammar carefully. The 7 generic mana activation is granted to the enchanted creature, so the creature's controller (your opponent) is the one who pays. But the sacrifice-and-draw belongs to Hold for Ransom's controller: what gets sacrificed is the Aura itself. That is the negotiation. Your opponent can leave their creature pinned indefinitely, or they can pay seven mana at sorcery speed to make you tear up the enchantment, freeing their creature and replacing your card with a fresh one. Most lock auras end the conversation the moment they resolve, sitting inert until enchantment removal peels them off. This one keeps a price tag on the release valve and hands you the proceeds. The steep cost and the sorcery-speed clock are what keep that valve closed: seven mana to reactivate a creature you had already dealt with, while handing the pinner a card, is a ransom almost no one wants to pay. So the pin tends to stay a pin, and the rare time it is worth paying, you are up a card for having priced the freedom.

Hold for Ransom (snc)
SNC · #16common
Pricing
Normal: $0.11
Foil: $0.14
Oracle Text

Rules text

Enchant creature Enchanted creature can't attack or block and has "7 generic mana: Hold for Ransom's controller sacrifices it and draws a card. Activate only as a sorcery."
Legalities

Format Status

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