CREATURE — HUMAN SPY
Clocknapper
When this creature enters, choose beginning phase, first main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
FORMATS
CommanderNOT LEGAL
Brawl (Historic)NOT LEGAL
DraftNOT LEGAL
StandardNOT LEGAL
ModernNOT LEGAL
PioneerNOT LEGAL
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- WWizards of the Coast2018-01-19Official RulingTo steal a phase means that during that player’s next turn, as the chosen phase begins, you treat it as if it were your turn. Here’s what happens if you steal each phase:
- WWizards of the Coast2018-01-19Official RulingCombat phase: Just like combat on your turn, you can attack your opponents with your creatures. The opponent you stole the phase from can’t attack with their creatures, but they can block.
- WWizards of the Coast2018-01-19Official RulingBeginning phase: You untap permanents you control and your opponent doesn’t. Abilities that trigger at the beginning of your upkeep happen and ones that trigger at the beginning of their upkeep don’t. You draw a card as it’s now your draw step, so your opponent doesn’t.
- WWizards of the Coast2018-01-19Official RulingEnding phase: Most abilities that trigger during the end step don’t care whose turn it is, but a few do. Effects that last “until end of turn” or “this turn” will expire as normal, as they also don’t care whose turn it is.
- WWizards of the Coast2018-01-19Official RulingPostcombat main phase: Same as precombat main phase.
- WWizards of the Coast2018-01-19Official RulingPrecombat main phase: You can cast all types of spells while your opponent can only cast instants and spells with flash.
Rulings via Scryfall
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