You Find Some Prisoners
The Dungeons & Dragons crossover framed a whole slate of instants as choose-one adventure prompts, and this one bolts together two effects that share almost nothing strategically. Break Their Chains is straightforward red artifact removal, the kind of maindeckable answer red has always paid two mana for. Interrogate Them is the stranger mode: a red instant that reaches into the top three of an opponent's library, exiles them, and lets you play the one you pick, with a fixed window to spend it. Look at the last clause: "you may spend mana as though it were mana of any color to cast it." Red's persistent weakness is casting the spells it plunders (impulse-draw and theft effects routinely strand cards you can see but cannot pay for), and that line quietly dissolves the color barrier for the stolen card. What it does not dissolve is timing. The card stays in exile and obeys its own restrictions, so a stolen sorcery still waits for your main phase and a stolen creature for a legal window; the instant speed buys you information and a mana-fixed larceny, not a license to flash anything you find. The two modes rarely both matter in the same deck, and that separation is the flavor conceit working as intended: you pick the fiction, and the fiction hands you either a wrench or a lockpick. A modest card built on a genuinely useful piece of engineering, priced at the rate of filler removal.



