Magnetic Theft

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fifth Dawn (5DN) Uncommon

Combos Browse all

Related Questions

Magnetic Theft

Instant

Attach target Equipment to target creature. (Control of the Equipment doesn't change.)

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5DN

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Want (3) ztheart , 1337_Nerd , THP88

Magnetic Theft Discussion

Funkydiscogod on Muraganda Set

1 month ago

Oh, right, I was going to finish all the cards...

Fossil Cycle: One problem I see with these, is that without something like Trample, or other form of Evasion, these could be overpowered in a set with ability-less creatures.

Goblin Grabber: I like the Magnetic Theft ETB effect, but there's no reason it should die when unequipped. I would not complain if it was a red Kor Outfitter.

Goblin Spell-Snatcher: Compare that card to Mogg Sentry. It does not make for easy math when the creature is a 1/2, then a 3/3, then a 5/4, 7/5, and so on... Give the creature equal power and toughness, and get equal power and toughness from his ability. Simplify the math for the players.

Grand Sabertooth: This card would define a new level of power creep: 1-mana for a 2/2. The problem I see is that no player would ever choose to have a Tundra Wolves when they could have Isamaru, Hound of Konda (even better because it's not legendary).

Gravewarden: When I think of Muraganda, I'm imagining a primitive world, with cavemen, and wild animals. I don't imagine there are any societies on Muraganda organized enough to have a religion and a Cleric, and grave and death rituals. I suppose this same thing could be said about some of the other Shamans and Wizards in the set, that without being a part of Daelin's tribe, they're a little out of place. Could this card be salvaged with a different name and creature type?

Grip of Tar: In a set dependent on creatures without abilities, a 1/1 with Deathtouch is effectively a removal spell. This card is a 2-for-1. Not unlike Consuming Vapors, it should only hit creatures, though.

Heavy Cumulus: Should read like Vines of Vastwood so the creature doesn't get an ability.

Holistic Wisdom: It's like Bred for the Hunt or Secret Plans, but much worse.

Ivory-Tusk Stampede: Should be sorcery, like Martial Coup.

March of Mediocrity: Seems to occupy the same design space as Muraganda Petroglyphs.

Master's Whip: Should be phrased as "whenever equipped creature attacks" so the equipped creature doesn't get an ability.

Mind Devourer: Is his ability "instead" of doing damage? Or "in addition" to doing damage? If it's "in addition" the ability is useless, as he'll kill an opponent through damage long before he mills them out. If it's "instead", then it's just really bad. But, the even bigger problem, is that I'm not sure this is the set this creature belongs in, as Muraganda seems like a primitive world that wouldn't support a magical ecosystem where thoughts are abundant food. Most of this world's inhabitants are feral creatures and cavemen; not nearly the food supply for such a creature.

Mindleech Conch: I could nitpick this one, but honestly, I'd want to see how it played. It would kill an opponent by damage before its milling was relevant, but its "draw 2" when it hits is insane. And 3 power is pretty good, it stands up to most removal in the set, except the 1/1 deathtouchers.

Sidenote: On the subject of 1/1 Defender Deathtouch Ooze tokens, I feel like this set needs more of these as "removal" (Flash Foliage comes to mind as a template). These tokens would make combat quite relevant, and give the opponent a ~real~ incentive to choose an ability instead of the vanilla creature. It occurs to me, that a focus on removal of this type could make Tundra Wolves better than Isamaru, Hound of Konda, and I absolutely love that idea. As flavor, Muraganda seems primitive, so, the 1/1 Defender Deathtouch Oozes, traps and fights seem like the kind of removal that would be abundant on this world.

Nesting Grounds: Awesome card. I was hoping to see another 4 cards like this on theme. Some sort of "Daelin's Cave" in Grixis colors, or something else. If there can't be a cycle, (like Crypt of the Eternals) there needs to be a story to explain why not.

Oaken Club: Perfect equipment for this set.

Orb of the Masses: I think this would be one of the few times giving creatures abilities would be good. "Legendary" prevents (experienced) players from using it, then playing another and using the new one. In my mind, the first ability would say "whenever a creature with an ability enters the battlefield", and it should have an imposing presence like the monolith from 2001: A Space Odyssey; the stone that begins the next phase of evolution. It could be like a small choose-your-own-Akroma's Memorial.

Planar Lens: This is not the kind of equipment I'd expect to see on Muraganda. It seems too intellectual.

Primal Instincts: Nice art. Costing 4 is out of the question for something that can't kill opponent's attackers or replace itself. I'll point to Righteousness and Hold the Line, and To Arms!.

Primal Return: ironically Primal creatures don't count as creatures with no abilities while they're in the graveyard.

Primordial Pools: could probably be better with an ability more like Ooze Garden, since Deathtouch is basically removal in this set.

Pulop, the Planar Sentience: The artwork and name conjured up a totally different idea of what this card should do. The art depicts a slime devouring a man, and the name implies the slime duplicating the man. Let me just spitball this idea at you: +1: Create a creature token that's a copy of a creature ~ exiled. // -X: Search your library for a creature with converted mana cost X or less and exile it. // When ~ enters the battlefield, exile a creature card with converted mana cost 1 or less from your graveyard.

Pulop's Chosen: This might be too much power creep. Nim Abomination has the same stats as the Primal version.

Radiant Purge: Good sweeper for this set.

Don't worry, I'll get the rest later...

Wasphilux on XANTCHA

3 months ago

The helm is a stretch goal of the deck with stuff like Magnetic Theft and Zealous Conscripts. I'm working on getting repeated effects or effects that better synergize with the deck as a whole alongside temporarily stealing one creature to equip. It will be glorious to have multiple copies of her out. Helm works well with Etali, Primal Storm. It's tantalizing enough to me to force it. I'm hesitant to all but the most utilitarian of auras as they seem so vulnerable as I don't want to dedicate slots to recur them. nuggnugg I like the idea of cursing the player with sac outlets, golgari, abzan, and the like. I will definitely copy your deck idea to play in table top sim for a test run. Sounds super fun and strategic.

Funkydiscogod on Niche Effect for Equipment

5 months ago

If you get Magnetic Theft on an Isochron Scepter, you can keep equipping Captain's Hook, and skip the need for Artificer's Hex.

cdkime on Niche Effect for Equipment

5 months ago

There is indeed one card that allows you to attach equipment to another's creature - Magnetic Theft. However, it's not in your colours and fairly mediocre (though might have some limited utility in buffing your own creatures if Voltron decks are common in your meta).

Wolfrage76 on Honey, why is there a pot roast inside the candle?

6 months ago

Quietus Spike, Basilisk Collar or Neko-Te can be fun on Olivia Voldaren. Quietus spike goes well with any creature (especially with a Magnetic Theft to use at last minute to move it to an unblocked attacker).

Sorin Markov wouldn't be bad in your deck.

Mirri the Cursed should be in here too.

Mokan on Valduk - Why not ALL the archetypes?!

7 months ago

Daedronus Thanks! The deck is real tight so I'm still looking to make room for Altar of the Brood; that's also the reason I cut a lot of the card draw engines as I already have a ton of value engines through sacc-ing and the deck is mana hungry as is. While Wheel of Fortune effects look good, I don't know what to cut for them. As for Gamble - I'd totally play it, but it's a bit over the budget.

On the other hand I already have to equip my thingies before combat anyway, so imo I don't get much of the "combat trick value" of Brass Squire and Magnetic Theft, which diminishes them to mana acceleration. For that reason I intentionally play equipment with a maximum equip cost of 3, and even those are like 6, I believe (aside from Hammer of Nazahn which cheats itself anyway). I really don't think I have the space to play the Squire if I just use him as a mana dork, and Theft is virtual card disadvantage (in a red deck nonetheless) that accelerates me. I'd prefer to play things like Thran Dynamo, Worn Powerstone and Gilded Lotus that are reliable by themselves, as well as Dowsing Dagger  Flip, Sword of the Animist and Ashnod's Altar that have great synergy with the theme.

Big thanks for the suggestions, and if you think there's something you could cut, it'd really help out!

Daedronus on Valduk - Why not ALL the archetypes?!

7 months ago

Good list! Helm of the Host does seem fairly bad for Valduk, BUT if you run Godo (which you are), Helm is an infinite combat combo. An expensive one, of course, but still.

Really like your Altar of Dementia, Altar of the Brood spin! Never thought of that.

Gamble would be good. Perhaps other card drawing effects like Wheel of Fate/Reforge the Soul? Brass Squire and Magnetic Theft are great for instant speed equipping.

insertcleverphrasehere on Godo, Bandit Warlord Primer

7 months ago

Waiting for Godo - cEDH primer TonyS's Primer is better, There is a lot of unexplored stuff in this list, and very not-optimised. The blade of selves backup isn't worth the dead cardslots, and you aren't even running Twinflame Heat Shimmer, Magnetic Theft etc

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