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Moxonomy

Spirit Away

Enchantment — Aura5 generic manaBlue manaBlue mana

Seven mana for a permanent Control Magic with a bonus is a heavy ask, and that weight is the point. The classic theft Aura, Control Magic, has always made the same offer at four mana: steal a creature, keep it as long as the enchantment sticks. This pushes the cost up by three and pays the difference back in stat boost and evasion, turning the stolen creature into a +2/+2 flyer rather than just borrowing it at face value. The premium buys a finisher, not a tempo swing. Where cheaper theft effects are designed to flip a single threat and leave you ahead on the exchange, this one assumes you are already stable enough to spend a whole turn on it and wants the result to be a clock rather than a body. The Aura framing is the recurring vulnerability of every steal-by-enchantment: bounce the Aura, blink the creature, or destroy the enchantment, and the original controller takes the creature back. Because the +2/+2 and flying are granted by the Aura itself, that buff vanishes along with the theft; what returns is the creature at its printed stats, not an enlarged flyer. That fragility is the structural trade for permanence, the same bargain Control Magic struck in an earlier era, and the extra mana here does nothing to repair it. What it does instead is change what the stolen card becomes while the theft holds.

Spirit Away (avr)
AVR · #76rare
Pricing
Normal: $0.15
Foil: $0.56
Oracle Text

Rules text

Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has flying.
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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