Risky Move 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
At the beginning of each player's upkeep, that player gains control of this enchantment. When you gain control of this enchantment from another player, choose a creature you control and an opponent. Flip a coin. If you lose the flip, that opponent gains control of that creature.
Complete guide
Risky Move is a chaotic red enchantment that forces every player at the table to participate in a high-stakes game of chance. By moving around the board during every upkeep, it turns the battlefield into a shifting landscape where your best creatures might suddenly defect to your enemies. It is the ultimate tool for players who love high variance and unpredictable game states.
A Game of Musical Chairs
Risky Move functions through two distinct triggered abilities. First, at the beginning of each player's upkeep, that player gains control of the enchantment. This happens automatically and does not involve a choice. Second, whenever you gain control of it from another player, you are forced to choose one of your creatures and an opponent to engage in a coin flip that determines who keeps the creature.
Resolution Step-by-Step
When the 'gain control' trigger resolves, you first choose a creature you currently control and an opponent. Note that because the text does not use the word 'target,' you can choose creatures with Hexproof or Shroud. Next, you flip a coin. If you win the flip, nothing happens and you keep your creature. If you lose the flip, the chosen opponent gains control of that creature permanently. This control effect lasts even if Risky Move is destroyed later.
Common Pitfalls
A common mistake is thinking you can choose not to flip if you have no creatures you want to lose; however, the ability is mandatory if you control at least one creature. Also, remember that the control swap is permanent. Unlike many red effects that grant control 'until end of turn,' Risky Move changes the controller for the rest of the game unless another effect changes it back.
Strategic Timing
Risky Move is best played when you can benefit from creatures entering the battlefield under your control or when you have disposable creatures to risk. Since it triggers at the start of every player's turn, it can quickly deplete the board of a single player if they consistently lose their coin flips while passing the enchantment around.
Interaction examples
If you lose a coin flip for Risky Move and your opponent gains control of a creature that has an activated ability to deal damage, Fiery Emancipation will affect that damage differently depending on who controls the source. If the opponent now controls the creature, your Fiery Emancipation will not triple the damage it deals, as you no longer control the source.
When you lose a coin flip and an opponent gains control of your creature, Warstorm Surge will trigger for that opponent if they also control a Warstorm Surge. However, your own Warstorm Surge will not trigger because the creature is not entering the battlefield; it is simply changing controllers while remaining on the battlefield.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Risky Move
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The change of control of creatures does not end at end of turn or even when this card leaves the battlefield.
No other card is named in this ruling.
- #2· Wizards of the Coast
This card does not target any creatures or players.
No other card is named in this ruling.
Legal formats
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Meta decks with Risky Move
No archived Top 8 deck with this card yet.



Fiery Emancipation
Warstorm Surge