Shoving Match 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
Until end of turn, all creatures gain ": Tap target creature."
Complete guide
Shoving Match is a chaotic blue instant that turns the entire battlefield into a flurry of activity. By giving every creature the ability to tap another, it forces players to rethink their combat plans and utility activations for the rest of the turn.
What It Does
Shoving Match grants a temporary activated ability to all creatures currently on the battlefield. This ability costs only the tap symbol and allows a creature to target any other creature to tap it. Because this is an instant, it can be cast during any phase, creating a chain reaction where players use their creatures to neutralize their opponents' threats before they can be used.
Step-by-Step Resolution
First, you cast Shoving Match and it enters the stack. Once it resolves, every creature currently on the battlefield gains the ability '{T}: Tap target creature' until the end of the current turn. Players now have the opportunity to activate these abilities. Note that summoning sickness still applies; a creature cannot use this new ability unless it has been under its controller's control since the start of their most recent turn or has haste.
Common Mistakes
A frequent error is assuming this spell affects creatures that enter the battlefield after Shoving Match has resolved. It does not; the effect only applies to the set of creatures present when the spell finishes resolving. Additionally, remember that tapping a creature that is already tapped is a legal action, but it won't change that creature's status. Finally, once a creature's ability is on the stack, removing that creature from the battlefield will not stop the target from being tapped.
When to Play It
The best time to cast Shoving Match is usually at the beginning of combat or at the end of an opponent's turn. By doing so, you can force your opponent to tap their creatures defensively, preventing them from attacking or keeping blockers ready. It is also an excellent political tool in multiplayer games, allowing you to help one opponent tap down the defenses of another.
Interaction examples
You cast Shoving Match to start a tapping spree. An opponent, fearing their blockers will be neutralized, casts Counterspell. In this case, Shoving Match is moved to the graveyard and no creatures gain the new ability. You must ensure the spell resolves before any creatures can begin tapping each other.
If you cast Shoving Match and your opponent responds with Arcane Denial, Shoving Match is countered. You will draw a card on the next upkeep, and your opponent may draw up to two. Since Shoving Match never resolved, the battlefield remains unchanged, and no tapping abilities are granted to the creatures.
With Shoving Match resolved, you have three creatures and your opponent has two large blockers. You tap your first creature to target their first blocker. They respond by tapping that blocker to tap your second creature. The abilities resolve in reverse order: your second creature is tapped, then their first blocker is tapped. You still have one untapped creature left to tap their second blocker, successfully clearing the way for an attack.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Shoving Match
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Shoving Match
No archived Top 8 deck with this card yet.



Counterspell
Arcane Denial