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Treasure NabberHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Commander Masters· August 4, 2023
Carte Magic Treasure Nabber

Treasure Nabber 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

Whenever an opponent taps an artifact for mana, gain control of that artifact until the end of your next turn.

Complete guide

Treasure Nabber is a mischievous Goblin Rogue that turns your opponents' mana sources into your own personal armory. Whenever an opponent dares to tap an artifact for mana, this creature steals it for your own use until the end of your next turn. It is a fantastic way to punish heavy reliance on artifact ramp in multiplayer games.

What It Does

Treasure Nabber has a triggered ability that triggers whenever an opponent activates a mana ability of an artifact that includes the {T} symbol. It does not matter how much mana is produced, only that the artifact was tapped to pay for its own mana ability. Note that keywords like Improvise do not count as tapping for mana, as that is a cost for a spell, not an activation of the artifact itself.

Step-by-Step Resolution

First, an opponent activates a mana ability of an artifact they control by tapping it. Second, Treasure Nabber's ability triggers and is put onto the stack (mana abilities themselves don't use the stack, but this trigger does). Third, once the trigger resolves, you gain control of that artifact. The artifact remains tapped when you receive it, and you keep it until the end of your next turn.

Common Mistakes

A common point of confusion involves the duration: you keep the artifact until the end of YOUR next turn, not just the current turn. Also, if you control multiple Treasure Nabbers, their effects expire simultaneously; you don't get 'extra' turns with the artifact. Finally, if the stolen artifact leaves the battlefield (e.g., it is destroyed or sacrificed), Treasure Nabber loses track of it and you do not get it back.

When to Play It

This card shines in Commander or other multiplayer formats where Mana Vaults and Signets are common. It forces opponents to choose between accelerating their own game or giving you their resources to use during your next turn. It is particularly powerful if you have ways to sacrifice the stolen artifacts before you have to give them back.

Interaction examples

Stealing a Mana Golem

If your opponent controls Solemn Simulacrum and decides to tap it for mana (if it has been granted a mana ability by another effect), Treasure Nabber will trigger. You gain control of the Golem. If the Golem dies while you control it, you are the player who gets to draw a card from its triggered ability, not the original owner.

Doubling the Thefts

If you control Roaming Throne and chose 'Goblin' as it entered, Treasure Nabber's ability will trigger an additional time whenever an opponent taps an artifact for mana. While gaining control of the same object twice doesn't usually change the outcome, the durations are tracked separately. If one control effect were to be ended early, the second would still keep the artifact under your control until the end of your next turn.

Standard Usage

During your opponent's turn, they tap a mana rock for one colorless mana. Treasure Nabber triggers. You gain control of the artifact immediately. It stays on your side of the field through the rest of their turn, through your entire next turn, and only returns to them at the end of your cleanup step.

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

How it works : Treasure Nabber

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    An artifact is "tapped for mana" when a player activates a mana ability of an artifact that includes {T} (the tap symbol). Notably, tapping an artifact to pay for a spell with the improvise keyword is not tapping that artifact for mana.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the artifact leaves the battlefield, Treasure Nabber doesn't nab it from the zone it moved to.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The artifact remains tapped when you gain control of it.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an opponent taps an artifact for mana during your turn, you'll gain control of it and keep control of it until the end of your next turn.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you control multiple Treasure Nabbers, their effects all expire at the same time. You won't keep an artifact for any longer.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If multiple players each control Treasure Nabbers, an artifact tapped for mana will make quite a journey. For example, if player A taps an artifact for mana during their turn, and players B and C are the next players in turn order who control Treasure Nabbers, C's ability resolves before B and C gains control of the artifact. Then B gains control of the artifact. B keeps it during their turn, and then C regains control of the artifact once B's effect expires, then A will have it back after C's expires. However, if B or C taps the artifact for mana, one of them will take it from the other. You may need to pay very careful attention to which effects are still in effect, which have expired, and who owns what.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If that player controls any nabbed treasures, the effect giving that player control of those artifacts ends.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerdueltlr
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