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Rules guide · Enchantment

Super Villain LockupHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Marvel Super Heroes· June 26, 2026
Carte Magic Super Villain Lockup

Super Villain Lockup 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 When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.

Complete guide

Super Villain Lockup is a versatile white enchantment that offers instant-speed removal for aggressive threats. By utilizing the Flash keyword, you can catch opponents off-guard right as they commit their forces to battle. This card serves as a specialized prison effect, keeping a key creature incarcerated until the enchantment itself is dealt with.

What it Does

Super Villain Lockup is a temporary removal spell on an enchantment permanent. Its primary requirement is that the target creature must be tapped and controlled by an opponent. Because it has Flash, you can cast it during an opponent's turn, typically right after they declare attackers or activate a tap ability. Once it enters the battlefield, the target is exiled until Super Villain Lockup leaves the battlefield.

How it Resolves Step by Step

First, you cast the spell at any time you have priority. Upon resolution, Super Villain Lockup enters the battlefield, and its triggered ability goes on the stack; you must choose a legal target (a tapped creature an opponent controls) at this time. If the target is still legal when the ability resolves, that creature is moved to the exile zone. The creature remains in exile as long as the enchantment stays on the board. If the enchantment is destroyed or returned to your hand, the exiled creature immediately returns to the battlefield under its owner's control.

Common Mistakes

One common error is trying to target an untapped creature; the target must be tapped both when the ability is put on the stack and when it tries to resolve. Another mistake is forgetting that the exiled creature returns immediately if the Lockup leaves. Unlike older cards with two separate triggers, this uses a single ability, meaning if Super Villain Lockup leaves the battlefield before its enters-the-battlefield ability resolves, the target creature will never be exiled at all.

When to Play it

The best time to play Super Villain Lockup is during the Declare Attackers step. Once your opponent turns their creatures sideways to attack, they become legal targets. This allows you to remove a blocker or an attacker before damage is dealt. It is also highly effective against creatures with powerful activated abilities that require tapping, as you can respond to the activation to remove the threat from the board.

Interaction examples

Forcing the Tap

Normally, you have to wait for an opponent to attack or use an ability to target a creature. With Authority of the Consuls, every creature your opponent plays enters the battlefield tapped. This allows you to cast Super Villain Lockup immediately after their creature resolves, exiling it before it ever has a chance to be untapped or used for defense.

The Defensive Screen

If you have Ghostly Prison on the field, your opponent must pay mana to attack you. If they spend their mana and tap their creature to attack, you can then use Super Villain Lockup to exile that creature. This not only removes the attacker but punishes the opponent for spending the mana required by the Prison, effectively wasting their resources for the turn.

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

How it works : Super Villain Lockup

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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