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Deepwater HypnotistHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Born of the Gods· February 7, 2014
Carte Magic Deepwater Hypnotist

Deepwater Hypnotist 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

Inspired — Whenever this creature becomes untapped, target creature an opponent controls gets -3/-0 until end of turn.

Complete guide

Deepwater Hypnotist is a cunning Merfolk Wizard that uses the Inspired mechanic to weaken your foes. By controlling when this creature untaps, you can significantly reduce the power of opposing threats. Mastering this card requires understanding the timing of the untap step and how to capitalize on your creature's rest periods.

Understanding Inspired

The Inspired keyword is a triggered ability that looks for one specific event: the creature changing from a tapped state to an untapped state. This happens most frequently during your untap step at the start of your turn. However, it also triggers if a spell or another ability untaps Deepwater Hypnotist. Note that this ability does not trigger when the creature enters the battlefield, even though it enters untapped.

Step-by-Step Resolution

When Deepwater Hypnotist becomes untapped, its ability is placed on the stack. First, you must choose a target creature controlled by an opponent. If the ability triggers during your untap step, it actually waits to be put on the stack until the beginning of your upkeep. Once the ability resolves, the chosen creature suffers a -3/-0 penalty until the end of the current turn. If the target becomes illegal before the ability resolves, the entire effect fails.

Timing and Strategy

Because the penalty lasts only until the end of the turn, timing is everything. If you untap Deepwater Hypnotist during your own turn, you can neutralize a potential blocker or a creature with an ability that triggers based on its power. To use this defensively, you would need a way to untap it during an opponent's turn, effectively shrinking an attacker before damage is dealt.

Common Pitfalls

A common mistake is forgetting that the ability requires a target. If your opponent controls no creatures, the ability is simply removed from the stack with no effect. Additionally, remember that triggering this during your untap step means the target stays weakened throughout your turn, but it will regain its full power by the time your opponent starts their own turn.

Interaction examples

A Standard Turn Sequence

You attacked with Deepwater Hypnotist on your previous turn, so it is currently tapped. During your next untap step, it becomes untapped. As your upkeep begins, the Inspired ability triggers. You target your opponent's Ornithopter of Paradise. The Ornithopter now has -3/2 stats, effectively having 0 power for the rest of your turn, preventing it from dealing any combat damage if it were to block.

Neutralizing High-Value Targets

Your opponent has a Foundry Inspector ready to block. After you untap Deepwater Hypnotist at the start of your turn, you target the Inspector with the Inspired ability. The Inspector's power drops from 3 to 0. You can now safely attack with your Merfolk without fear of losing it in combat to the Construct, even though the Inspector's passive cost-reduction ability remains active.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Deepwater Hypnotist

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Inspired abilities trigger no matter how the creature becomes untapped: by the turn-based action at the beginning of the untap step or by a spell or ability.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If an inspired ability triggers during your untap step, the ability will be put on the stack at the beginning of your upkeep. If the ability creates one or more token creatures, those creatures won’t be able to attack that turn (unless they gain haste).

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Inspired abilities don’t trigger when the creature enters the battlefield.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the inspired ability includes an optional cost, you decide whether to pay that cost as the ability resolves. You can do this even if the creature leaves the battlefield in response to the ability.

    No other card is named in this ruling.

02

Legal formats

pioneermodernlegacypaupervintagepennycommanderoathbreakerpaupercommanderdueltlr
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