Captivating Crew 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.
Official card text
: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
Complete guide
Captivating Crew is a versatile Human Pirate that allows you to temporarily command your opponent's forces to turn the tide of battle. By spending mana, you can force an enemy creature to join your crew for a single, aggressive turn.
Taking Command
For a cost of three generic and one red mana, Captivating Crew targets a creature an opponent controls. Upon resolution, you gain control of that creature, it becomes untapped, and it gains haste until the end of the turn. This allows you to use your opponent's best blockers as your own attackers immediately.
The Sorcery Restriction
It is important to remember that this ability can only be activated during your main phase when the stack is empty. You cannot use Captivating Crew to steal a creature during your opponent's combat phase to stop an attack; you must plan your recruitment during your own turn.
Resolution and Duration
When the ability resolves, the creature stays under your control until the cleanup step of the current turn. Even if Captivating Crew leaves the battlefield after the ability has resolved, you retain control of the stolen creature until the turn ends. You can even target a creature that is already untapped; it will still gain haste and come under your control.
Interaction examples
If your opponent controls Solemn Simulacrum, you can activate Captivating Crew's ability targeting it. Once it comes to your side, it gains haste and untaps. If you have a way to sacrifice it before the turn ends, you will be the one to draw a card from its death trigger, not the original owner.
When targeting Roaming Throne, you must still pay its Ward {2} cost or the Captivating Crew ability will be countered. If you pay the mana, the Throne moves to your side. Since it is now a creature you control, its ability will apply to your other creatures of the chosen type, potentially doubling their triggered abilities for the rest of your turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Captivating Crew
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You can target and gain control of an untapped creature this way.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Khârn the Betrayer + Witch Engine + Captivating Crew + Agatha's Soul Cauldron
- 1Activate Khârn using Witch Engine's ability by tapping it, adding
and causing an opponent to gain control of Khârn.
- 2Khârn triggers, causing you to draw two cards.
- 3Activate Captivating Crew by paying
, causing you to gain control of Khârn.
- 4Khârn triggers, causing the opponent who controlled it to draw two cards.
- 5Repeat.
Legal formats
Commentaires
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Read next
Meta decks with Captivating Crew
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne

