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Moxonomy

Lose Calm

Sorcery3 generic manaRed mana

A Threaten effect built for the alpha strike rather than the sacrifice loop. Where the genre's cheaper entries (Threaten, Act of Treason) hand you the borrowed creature with haste and trust you to find your own way to cash it in, this one stacks an extra layer of combat reach on top: menace means the stolen body is hard to chump-block on its way through, which is exactly what you want when the thing you have commandeered is large. The untap clause earns its keep too, since it lets you seize a creature that already attacked or tapped for an ability and still get a fresh swing out of it. The four-mana price buys that whole bundle, and the cheaper alternatives run lighter precisely because they don't promise the steal will connect: they hand you a body and leave the conversion to you, while this one pays extra to make sure the attack lands. The sorcery speed it shares with the rest of the genre is the baseline, not a concession; what defines this card against its cousins is that it spends its mana on making the borrowed attacker hit, not on flexibility. It commits on your main phase, before blocks, and asks you to have a board already set up to turn one decisive swing into a real chunk of damage. A beatdown card wearing a removal card's clothing.

Lose Calm (dtk)
DTK · #147common
Pricing
Normal: $0.18
Foil: $0.40
Oracle Text

Rules text

Gain control of target creature until end of turn. Untap that creature. It gains haste and menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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