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Moxonomy

Tranquilize

Sorcery1 generic manaBlue mana

Stun counters reframed what "tapping down" can buy. Old-school tappers like Icy Manipulator or Frost Titan bought a single untap step of denial: the creature came back the following turn, and you paid mana again to keep it home. Three stun counters instead sell a three-turn absence for a flat two-mana sorcery. The permanent stays tapped through three of its controller's untap steps, each step burning a counter instead of freeing the creature, which turns a temporary tempo play into a semi-permanent removal effect against anything without a way to untap on its own or blink itself. That is the design bargain: the creature is not dead, so it dodges "destroy" hate and can still be sacrificed or reanimated, but for three of its owner's turns it is functionally off the board as an attacker, blocker, or tapper. The sorcery speed is the honest cost. This cannot ambush an attacker or answer a flash threat at the last moment; it has to be spent on the main phase, committing to lock down something already on the battlefield rather than reacting to what an opponent is about to do. It is blue getting a durable answer to a single large creature without leaving its color pie, trading the reach and permanence of true removal for a predictable, counter-based clock that ticks the threat back online three turns later.

Tranquilize (acr)
ACR · #284common
Pricing
Normal: $0.15
Foil:
Oracle Text

Rules text

Tap target creature an opponent controls and put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Legalities

Format Status

Standard
N/A
Pioneer
N/A
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
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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