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Rules guide · Sorcery

Confiscation CoupHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Kaladesh· September 30, 2016
Carte Magic Confiscation Coup

Confiscation Coup 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

Choose target artifact or creature. You get {E}{E}{E}{E} (four energy counters), then you may pay an amount of {E} equal to that permanent's mana value. If you do, gain control of it.

How it works : Confiscation Coup

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    {E} is the energy symbol. It represents one energy counter.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    There are many important moments in the story, but the most crucial—called "story spotlights"—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If the target artifact or creature has a mana value of 0, you may choose to pay zero energy and gain control of it.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If a permanent has {X} in its mana cost, X is considered to be 0.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    The mana value of a token that isn't a copy of another object is 0. A token that is a copy of another object has the same mana cost as that object.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    In a multiplayer game, if a permanent's owner leaves the game after you've gained control of it, the permanent leaves with that player. If you leave the game before that player, the control-change effect ends.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    You choose the target artifact or creature as you cast Confiscation Coup. You don't choose whether or not to pay an amount of {E} until Confiscation Coup resolves. If the target becomes an illegal target, Confiscation Coup won't resolve and you won't get {E}{E}{E}{E}.

    No other card is named in this ruling.

Related cards and tokens

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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