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Rules guide · Enchantment

ReprobationHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Modern Horizons· June 14, 2019
Carte Magic Reprobation

Reprobation 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 loses all abilities and is a Coward creature with base power and toughness 0/1. (It keeps all supertypes but loses all other types and creature types.)

Complete guide

Reprobation is a powerful White Aura that serves as a pacifism-style removal spell with a twist. It doesn't just stop a creature from attacking; it fundamentally rewrites what that creature is, turning even the most fearsome monsters into lowly 0/1 Cowards.

What Reprobation Does

When Reprobation is attached to a creature, that creature loses all of its printed and previously gained abilities. It also loses its original creature types—like Dragon, Soldier, or Elf—and becomes a Coward. Its base power and toughness are set to 0/1, effectively neutralizing its threat level on the board while keeping its supertypes, such as Legendary.

Layering and Stat Changes

Reprobation works by overwriting the creature's base stats and types. However, it does not remove effects that modify stats rather than setting them. For example, if a creature has a +1/+1 counter or is affected by an anthem effect, those bonuses are applied on top of the new 0/1 base. If the creature gains a new ability after Reprobation is already attached, it will keep that new ability.

Common Mistakes

A common mistake is assuming Reprobation removes the Legendary supertype; it does not, so a Legendary Coward is still subject to the 'Legend Rule.' Another misunderstanding involves timing: if a noncreature permanent (like a Vehicle) becomes a creature and you enchant it with Reprobation, it remains a creature indefinitely, even after the temporary animation effect ends.

When to Play It

Use Reprobation to shut down creatures with dangerous static or triggered abilities that traditional 'can't attack or block' spells won't stop. It is particularly effective against commanders or creatures that provide powerful utility to your opponent's board state.

Interaction examples

Cowardly Limitations

If your opponent controls a creature enchanted by Reprobation, that creature is now a 0/1 Coward with no abilities. However, your Ghostly Prison still functions normally. Even though the creature is a weak 0/1, if your opponent wants to attack you with their new Coward, they must still pay {2} mana due to the tax imposed by Ghostly Prison.

Entering the Fray

If you have Authority of the Consuls on the battlefield and your opponent plays a creature, Authority of the Consuls triggers immediately, causing you to gain 1 life and the creature to enter tapped. If you later cast Reprobation on that creature, it becomes a 0/1 Coward, but it remains tapped until your opponent's next untap step.

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

How it works : Reprobation

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Reprobation overwrites all previous effects that set the enchanted creature’s creature types, card types, power, and/or toughness to specific values. Other effects that set these characteristics to specific values that start to apply after Reprobation becomes attached will overwrite that portion of the effect.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Effects that modify the enchanted creature’s power or toughness (such as the effects of Force of Virtue or Giant Growth) will apply no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters).

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The enchanted creature retains any supertypes it had, such as legendary or snow.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the enchanted creature gains an ability after Reprobation becomes attached to it, it will keep that ability.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a noncreature permanent becomes a creature and is enchanted with Reprobation, it will remain a creature thanks to Reprobation’s effect, even when the original effect that made it a creature expires.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Medomai the Ageless
+Capsize
+Reprobation
#1

Medomai the Ageless + Capsize + Reprobation

Infinite turnsLock
  1. 1Deal combat damage using Medomai, triggering its ability, causing you to take an extra turn after this one.
  2. 2Move to your next turn.
  3. 3Cast Reprobation by paying its mana cost, attaching it to Medomai and causing it to lose its abilities.
  4. 4Declare Medomai as an attacker.
  5. 5Holding priority, cast Capsize with buyback by paying {4}{U}{U}, returning Reprobation and Capsize to your hand.
  6. 6Repeat from step 1.
03

Legal formats

historictimelessgladiatormodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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Official source