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Moxonomy

Seize Opportunity

Instant2 generic manaRed mana

The two modes here answer different questions on different turns, and the fact that they share a card is the whole design point. Card advantage or combat reach: an instant that either mines two cards off the top for a temporary window of impulse draw, or pumps a pair of attackers for the swing that ends the race. Red rarely gets to pick between refueling and finishing at instant speed, and pricing both onto one flexible spell is a way to give the color a card that never sits dead in hand. The impulse mode is the more distinctive half. Exiling the top two and granting a play-window that lasts through your next turn sidesteps the tempo tax that has long balanced red's card draw: you are not paying life like Light Up the Stage or drawing off attacks like an aggressive engine, you are simply borrowing two cards and getting a full extra turn to spend them, which is unusually generous for the color. The combat mode keeps the card relevant when the game is already a footrace and you have no interest in card selection. That split is the honest version of "flexible": not a spell that does two mediocre things, but one that lets a red deck reach for whichever axis the board demands at the moment the spell resolves.

Seize Opportunity (tdm)
TDM · #119common
Pricing
Normal: $0.23
Foil: $0.23
Oracle Text

Rules text

Choose one — • Exile the top two cards of your library. Until the end of your next turn, you may play those cards. • Up to two target creatures each get +2/+1 until end of turn.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
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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