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Rules guide · Enchantment

SlimebindHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Foundations Jumpstart· November 15, 2024
Carte Magic Slimebind

Slimebind 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.

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Official card text

Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets -4/-0.

Complete guide

Slimebind is a versatile blue Aura that can turn a massive threat into a harmless puddle at a moment's notice. Thanks to its Flash keyword, it acts more like a combat trick than a traditional enchantment, catching opponents off guard during their most aggressive turns.

What It Does

Slimebind is a 2-mana Aura that attaches to a creature and grants it -4/-0. While it doesn't remove the creature's abilities or remove it from the battlefield, the significant power reduction often makes the creature ineffective in combat, preventing it from dealing meaningful damage to you or your planeswalkers.

How It Resolves Step by Step

First, you cast Slimebind as a spell, choosing a creature on the battlefield to target. Because it has Flash, you can do this during your opponent's turn, specifically during the Declare Attackers or Declare Blockers step. When the spell resolves, it enters the battlefield attached to that creature. The power reduction is applied immediately and continuously as long as the Aura remains attached.

Common Mistakes

A common error is assuming Slimebind removes a creature's abilities; it only affects the power stat. Another mistake is forgetting that it is a noncreature spell. If an opponent has effects that trigger on casting spells, Slimebind will trigger them just like an instant or sorcery would.

When to Play It

The best time to cast Slimebind is during the Declare Attackers step after your opponent has committed to an attack. By reducing their creature's power by 4, you can negate the damage entirely or set up a favorable block where your creature survives and theirs dies. It is also an excellent response to 'power matters' spells that check a creature's current stats.

Interaction examples

Dampening the Study

If you cast Slimebind while your opponent controls Rhystic Study, the Study's ability triggers. Because Slimebind is a spell, you must pay the additional {1} or your opponent will draw a card, even though you are casting it at instant speed.

Navigating the Fish

Slimebind is an Enchantment, which counts as a noncreature spell. If you cast it while an opponent has Mystic Remora on the board, they will be able to draw a card unless you pay the {4} tax. Always check for these passive tax effects before using Flash to interact during combat.

Solo Combat Trick

In a simple scenario, your opponent attacks with a 4/4 creature. You cast Slimebind before blockers are declared. The creature becomes a 0/4. You can then block it with a 1/1 creature; your 1/1 will survive, and the 0/4 will take 1 damage, effectively neutralizing the threat for the rest of the game.

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

How it works : Slimebind

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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