Hijack

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Ixalan (XLN) Common
Kaladesh (KLD) Common

Combos Browse all

Hijack

Sorcery

Gain control of target artifact or creature until end of turn. Untap it. It gains haste until end of turn

Latest as Commander

Hijack Discussion

Countryegg2 on Chandras Fury

3 weeks ago

This is a pretty good start!

The biggest thing to fix here is how many different cards you have and how often they are included in the deck. Your deck should be focused on how to win, and possible counters to other deck styles, like burn spells, and removal.

Let's start with creatures: Get rid of Fearless Halberdier , Fire Elemental , Goblin Assailant , and Hellkite Whelp . Those cards, especially the first three, can be replaced with others that cost the same and do more, such as Goblin Chainwhirler , Charging Monstrosaur , Marauding Raptor , and Verix Bladewing respectively. Try to focus on how you want to win, and what creatures will get you there, if they don't, throw them out. Use full playsets (4 of a card) as much as possible. It seems like you're going for a quick kill haste kinda vibe, which is good, but make sure then that your creatures all have haste, or can be good answers to threats.

Spells: You can't have a deck called Chandra's Fury without using a lot of burn spells. Glad to see you're running 4 Shock s. If you include 4 Verix Bladewing s, you should also have 4 Spit Flame . 4 counts of Banefire should also be included. Additionally, add one or two more Chandra's Flame Wave (to get Chandra more often) and remove Sure Strike and Engulfing Eruption . Replace Act of Treason with Hijack , because it allows you to gain control of an artifact or a creature for the same cost.

Enchantments and Artifacts: Add 3 of Chandra's Regulator great when running a Chandra. I would also throw in a Sarkhan's Unsealing or two.

Throw in an extra Chandra, Flame's Fury and only use 20 mountains.

Try to keep your deck to 60 cards, that way you get the best cards most often, and your deck isn't drowned out by useless cards. Glad to help, let me know if you have any more questions!

Iovilius on Card creation challenge

1 month ago

Temporary Possession (Common)

Instant

As an additional cost to cast this spell, exile a creature you control.

Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. When you lose control of the creature, return the exiled card to the battlefield under its owner’s control.


I remembered Ray of Command as the only temporary mind control effect at common and instant speed and how temporary mind control effects shifted to red and sorcery speed over time, e.g Hijack . So I decided to give it a drawback and make it more expensive to balance it for instant speed. The drawback can be turned into an advantage with a bit of buildaround (ETBs) and still fits the effect of the card thematically and is on color, compare it to Teferi's Time Twist for reference. Don't forget, if this spell gets countered, your creature is gone.


Create non- or +whatever color sorcery cantrip.

multimedia on Davy Jones Pt.2

2 months ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

Brynx on Angrath Discard/Sacrifice

3 months ago

I chose Hijack mainly because it fits with Angrath, but also because it takes artifacts. A lot of infinite combos that I run into use an artifact as one of their core pieces. Being able to shut that down by taking them is useful. Mana rocks like Dreamstone Hedron and Hedron Archive are pretty common, and make great targets to take and sacrifice. I hadn't considered Kari Zev's Expertise , but it could definitely make it into the deck.

jpfonseca3 on Angrath Discard/Sacrifice

3 months ago

I have to ask, why using Hijack when Kari Zev's Expertise exists? I understand that Vehicles and artifacts are diferent things and you will never see a vehicle deck but you have a lot of 2 drops and it could accelerate your game

VampiricJace on The "No" deck (deny everything)(needs help)

3 months ago

A few thoughts. This is gonna be some word vomit, so take what you please. I'm also only going to suggest more budget-friendly cards, since this is casual (so no Cyclonic Rift ).

Jolan Tru!

Graytr on

4 months ago

I LOVE this deck strategy, and there's a lot of cards that can support it (it's also super fun in commander). You are in red so if you want to go the Traitorous Blood , Hijack , etc. route, you easily can.

First thing that comes to mind of though is Knowledge Pool . Absolute sh*tstorm every time, so much fun.

Blue Show

Red Show

Artifacts Show

Lastly, you have a bunch of other things thrown in here that don't follow this game plan (but do follow the game plan of your commander well). Things like Tatyova, Benthic Druid . I'm thinking you should make this specific deck less of a Stealing Deck, and just make it a better Kynaios and Tiro of Meletis deck. Then take all your Stealing cards and pick a different commander for that deck strategy (because it does sound super fun).

Some options for different commanders could be: Show

This is all off the top of my head, but I hope you get some help from it.

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Hijack occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%