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Soulsworn SpiritHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Return to Ravnica· October 5, 2012
Carte Magic Soulsworn Spirit

Soulsworn Spirit 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

This creature can't be blocked. When this creature enters, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)

Complete guide

Soulsworn Spirit is a dual-purpose blue creature that combines evasion with crowd control. This Spirit ensures your damage gets through while temporarily neutralizing a threat on your opponent's side of the board.

Unblockable and Restrictive

Soulsworn Spirit features two distinct abilities. First, it has a static ability that makes it completely unblockable, allowing it to chip away at your opponent's life total regardless of their defenses. Second, it has an 'enters' triggered ability that detains a creature an opponent controls, effectively putting that creature in a time-out until your next turn.

How Detain Works

When Soulsworn Spirit enters the battlefield, you choose a creature an opponent controls. Until your next turn, that creature cannot attack, cannot block, and none of its activated abilities can be activated. Note that activated abilities always contain a colon (:). Static and triggered abilities of the detained creature continue to function normally.

Timing and Targeting

Because the detain effect lasts 'until your next turn,' it covers your opponent's entire next turn. If you detain a creature that is already attacking or blocking (for example, if you flashed the Spirit in), it will not be removed from combat, but it will be restricted for all subsequent actions until the duration ends.

Common Misconceptions

A common mistake is thinking detain stops triggered abilities. If a detained creature has an ability starting with 'When,' 'Whenever,' or 'At,' those will still happen. Additionally, if an activated ability is already on the stack before the creature is detained, that specific instance of the ability will still resolve.

Interaction examples

Handling Triggers

If you play Soulsworn Spirit and detain an opponent's Solemn Simulacrum, the Golem cannot attack or block. However, if the opponent manages to sacrifice it, the 'When this creature dies' triggered ability will still resolve because it is not an activated ability.

Doubling the Lockdown

If you control Roaming Throne with 'Spirit' chosen as the creature type, Soulsworn Spirit entering the battlefield will trigger twice. You can target two different creatures to detain, or target the same creature twice (though the latter provides no additional benefit).

The Unstoppable Attacker

Soulsworn Spirit's first ability is static. Once it is on the battlefield, you do not need to activate anything for it to be unblockable. During your declare attackers step, you simply choose to attack, and your opponent cannot assign any creatures to block it.

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

How it works : Soulsworn Spirit

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Activated abilities include a colon and are written in the form “[cost]: [effect].” No one can activate any activated abilities, including mana abilities, of a detained permanent.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The static abilities of a detained permanent still apply. The triggered abilities of a detained permanent can still trigger.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If a creature is already attacking or blocking when it’s detained, it won’t be removed from combat. It will continue to attack or block.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If a permanent’s activated ability is on the stack when that permanent is detained, the ability will be unaffected.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a noncreature permanent is detained and later turns into a creature, it won’t be able to attack or block.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    When a player leaves a multiplayer game, any continuous effects with durations that last until that player’s next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.

    No other card is named in this ruling.

02

Legal formats

pioneermodernlegacyvintagepennycommanderoathbreakerduel
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