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Subdue

Subdue

Instant

common

Prevent all combat damage that would be dealt by target creature this turn. That creature gets +0/+X until end of turn, where X is its mana value.

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Semantic Tags

Affinityvector

A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.41, “Affinity.”

An instant-speed spell that modifies combat — pump, protection, or removal during combat.

Defendervector

A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.”

A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”

A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”

Fogmechanical

A spell that prevents all combat damage for a turn.

Fogvector

A spell that prevents all combat damage for a turn.

Hexproofvector

A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”

Effects that double or multiply mana production.

Ninjutsuvector

A keyword ability that lets a creature suddenly enter combat. See rule 702.49, “Ninjutsu.”

Pumpmechanical

A spell or ability that gives a temporary power/toughness boost.

Format Legality

commanderlegal
oathbreakerlegal
modernnot legal
pioneernot legal
standardnot legal
legacylegal
vintagelegal
pauperlegal
historicnot legal
explorernot legal
alchemynot legal

Price history

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Printings (1)

SetRarityTCGplayerCard KingdomCardmarket
Legends#206common···

Related Rules

122.1b

A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.

506.1

The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule 508.8). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).

510.4

If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

702.41b

If a spell has multiple instances of affinity, each of them applies.

615.10

Some prevention effects generated by static abilities refer to a specific amount of damage—for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time.

702.3

Defender

702.1c

An effect may state that “the same is true for” a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and/or players, it grants each appropriate variant and variable of that keyword.

702.3a

Defender is a static ability.