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Rules guide · Enchantment

AgoraphobiaHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Duel Decks: Jace vs. Vraska· March 14, 2014
Carte Magic Agoraphobia

Agoraphobia is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Enchant creature Enchanted creature gets -5/-0. {2}{U}: Return this Aura to its owner's hand.

How it works : Agoraphobia

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Only Agoraphobia's controller can activate its last ability, no matter who controls the creature Agoraphobia's attached to.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Agoraphobia's last ability can be activated only while it's on the battlefield.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Players don't have priority to cast spells and activate abilities between combat damage being assigned and being dealt. This means that if you want to return Agoraphobia to its owner's hand before combat damage is dealt, you must do so before combat damage is assigned (and the creature will no longer get -5/-0).

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Displacer Kitten
+Great Whale
+Agoraphobia
#1

Displacer Kitten + Great Whale + Agoraphobia

Infinite creature LTBInfinite creature ETBInfinite storm countInfinite mana lands you control can produce
  1. 1Activate up to seven lands you control by tapping them, adding at least {3}{U}{U}.
  2. 2Cast Agoraphobia by paying its mana cost, targeting Displacer Kitten
  3. 3Displacer Kitten triggers, blinking Great Whale.
  4. 4When Great Whale enters the battlefield, it triggers, untapping up to seven lands.
  5. 5Resolve the Agoraphobia spell.
  6. 6Activate Agoraphobia by paying {2}{U}, returning it from the battlefield to your hand.
  7. 7Repeat.
Displacer Kitten
+Peregrine Drake
+Agoraphobia
#2

Displacer Kitten + Peregrine Drake + Agoraphobia

Infinite creature LTBInfinite creature ETBInfinite storm count
  1. 1Activate up to five lands you control by tapping them, adding at least {3}{U}{U}.
  2. 2Cast Agoraphobia by paying its mana cost, targeting Displacer Kitten
  3. 3Displacer Kitten triggers, blinking Peregrine Drake.
  4. 4When Peregrine Drake enters the battlefield, it triggers, untapping up to five lands.
  5. 5Resolve the Agoraphobia spell.
  6. 6Activate Agoraphobia by paying {2}{U}, returning it from the battlefield to your hand.
  7. 7Repeat.
Displacer Kitten
+Palinchron
+Agoraphobia
#3

Displacer Kitten + Palinchron + Agoraphobia

Infinite creature LTBInfinite creature ETBInfinite storm countInfinite mana lands you control can produce
  1. 1Activate up to seven lands you control by tapping them, adding at least {3}{U}{U}.
  2. 2Cast Agoraphobia by paying its mana cost, targeting Displacer Kitten
  3. 3Displacer Kitten triggers, blinking Palinchron.
  4. 4When Palinchron enters the battlefield, it triggers, untapping up to seven lands.
  5. 5Resolve the Agoraphobia spell.
  6. 6Activate Agoraphobia by paying {2}{U}, returning it from the battlefield to your hand.
  7. 7Repeat.
03

Legal formats

pioneermodernlegacyvintagepennycommanderoathbreakerdueltlr
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Meta decks with Agoraphobia

No archived Top 8 deck with this card yet.

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