Take the Bait 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
Cast this spell only during combat on an opponent's turn. Prevent all combat damage that would be dealt to you and planeswalkers you control this turn. Untap all attacking creatures and goad them. After this phase, there is an additional combat phase.
Complete guide
Take the Bait is a powerful Boros instant that turns an opponent's aggressive swing into a tactical advantage for you. By redirecting the flow of battle, you can protect your life total while forcing your enemies to fight each other. It is the ultimate 'stop hitting me' card that keeps the action going elsewhere.
What It Does
Take the Bait must be cast during an opponent's combat phase. It creates a damage prevention shield for you and your planeswalkers, untaps all currently attacking creatures, and applies the goad keyword to them. Crucially, it creates an entire extra combat phase immediately following the current one.
Resolution Step-by-Step
First, the damage prevention shield is established for the rest of the turn. Second, every creature that is currently attacking untaps and becomes goaded. These creatures are not removed from combat; they finish their current attack. Finally, once the current combat phase ends, the game skips directly to a new beginning of combat step for the same active player, bypassing any main phases.
Common Mistakes
A common misconception is that untapping the creatures removes them from the current combat; however, they remain attacking and will still deal damage (though not to you). Also, remember that the active player does not get a post-combat main phase between the two combats. They go straight from one fight to the next.
When to Play It
The best time to cast Take the Bait is during the Declare Attackers step after your opponent has committed their forces. This ensures all relevant threats are goaded for the next combat. It is particularly effective in multiplayer games where the goaded creatures must attack one of your other opponents if able.
Interaction examples
If an opponent attacks you with a massive creature, you cast Take the Bait. The creature is untapped and goaded. During the extra combat phase, that creature must attack someone else. If that creature is still too dangerous, you can use Generous Gift to destroy it before it deals damage in the second combat, leaving them with a 3/3 Elephant instead.
Your opponent attacks you with their commander. You cast Take the Bait to prevent the damage and goad the commander. If your other opponent has a high-value blocker you want to see gone, you can Chaos Warp that blocker. Now, the goaded commander is forced to attack into an empty board or a less favorable trade during the extra combat phase.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Take the Bait
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Untapping and goading the attacking creatures won't remove them from combat, even if they're attacking you.
No other card is named in this ruling.
- #2· Wizards of the Coast
Take the Bait doesn't give the opponent whose turn it is an additional main phase. They will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.
No other card is named in this ruling.
Legal formats
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Meta decks with Take the Bait
No archived Top 8 deck with this card yet.



Generous Gift
Chaos Warp