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Dead Man's Chest

Dead Man's Chest

Enchantment — Aura

rare

Enchant creature an opponent controls When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.

$0.29 ✦ $1.17View on Scryfall →

Semantic Tags

Aura Mattersmechanical

Aura and enchant creature focused strategies — constellation, heroic, bogles.

Dies Triggersmechanical

Benefits from creatures or permanents dying — death triggers, blood artist effects.

Specifically destroys, exiles, or shuts down enchantments.

Specifically removes enchantments.

Rewards controlling, casting, or interacting with enchantments.

Infectvector

A keyword ability that affects how an object deals damage to creatures and players. See rule 702.90, “Infect.”

Mana Fixingmechanical

Helps produce colors you need. Includes multicolor lands, color filtering, and 'any color' mana sources.

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Power Mattersmechanical

Cares about power of creatures — Fling effects, power-based draw, Xenagos strategies.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (3)

SetRarityTCGplayerCard KingdomCardmarket
Forgotten Realms Commander#97rare···
Rivals of Ixalan Promos#66srare···
Rivals of Ixalan#66rare···

Related Concepts

Enchant

A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

2018-01-19

If you gain control of the enchanted creature, Dead Man's Chest will be put into your graveyard.

2018-01-19

To determine how many cards to exile, use the enchanted creature's power as it last existed on the battlefield.

2018-01-19

You are a creature's owner if the card representing it began the game in your deck, or if it's a token that entered the battlefield under your control. If Dead Man's Chest enchants a creature that you own but an opponent controls, you'll exile cards from your library.

2018-01-19

The effect of Dead Man's Chest doesn't change when you can cast the exiled cards. For example, if you exile a creature card without flash, you can cast it only during your main phase when the stack is empty.

2018-01-19

Casting an exiled card causes it to leave exile. You can't cast it multiple times.

2018-01-19

If Dead Man's Chest and the enchanted creature are both put into graveyards at the same time, the last ability of Dead Man's Chest still triggers.

2018-01-19

In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Dead Man's Chest's ability are exiled.