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Moxonomy

Soul Seizer // Ghastly Haunting

Creature — Spirit // Enchantment — Aura

Mind Control wants five mana and a moment of certainty; this asks for the same five but spends the certainty differently. The Spirit half is a deliberately fragile delivery vehicle: a 1/3 flier that has to connect with a player before the theft happens, which means the steal is gated behind a successful attack rather than a clean cast. That combat trigger is the whole gamble. You are not paying for guaranteed control of a creature; you are paying for a flying body that, if it lands a hit and survives long enough to deal damage, transforms and clamps onto whatever you point it at. The wrinkle that makes it interesting is the targeting window: the Aura attaches after combat damage, so the creature you steal can be one that just blocked or sat back, and your opponent gets a full turn to remove the 1/3 before it ever pays off. It is a transform card built around earning its reward in the red zone rather than the cast, the same conditional-payoff philosophy that runs through a lot of early double-faced design: a modest front face that has to do work before the powerful back face arrives. The fragility is the cost, and the cost is steep enough that the theft feels earned when it sticks and embarrassing when the Spirit dies holding the bill.

Soul Seizer // Ghastly Haunting (dka)
DKA · #50uncommon
Pricing
Normal: $0.10
Foil: $0.23
Oracle Text

Rules text

Flying When this creature deals combat damage to a player, you may transform it. If you do, attach it to target creature that player controls. // Enchant creature You control enchanted creature.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
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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