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Rules guide · Instant

Turn AgainstHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Battle for Zendikar· October 2, 2015
Carte Magic Turn Against

Turn Against 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

Devoid (This card has no color.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

Complete guide

Turn Against is a versatile instant that lets you borrow an opponent's creature to turn the tides of battle. Despite the red mana in its cost, its Devoid ability means it is a colorless card in every zone of the game. This makes it a unique tactical tool that bypasses color-based protections while providing a surprise blocker or attacker.

How the Theft Works

When you cast Turn Against, you target any creature on the battlefield. Upon resolution, you gain control of that creature, it becomes untapped, and it gains haste until the end of the turn. Because this is an instant, you can use it during your opponent's combat phase to take their best attacker and use it to block another incoming threat. You do not, however, gain control of any Auras or Equipment attached to that creature; they remain under their owner's control, though they stay attached to the creature.

The Power of Devoid

The Devoid keyword is a static ability that functions everywhere, from the stack to the graveyard. Turn Against is colorless, which means it can target creatures with protection from red. Even if an effect causes Turn Against to lose the Devoid ability while it is on the stack, it remains colorless because color-changing effects are applied in an earlier layer than abilities being lost.

Common Pitfalls

A common mistake is assuming you can only target your opponent's creatures. You can actually target a creature you already control to untap it and give it haste, which can be useful for activating tapping abilities twice. Another important note is that the control effect wears off during the cleanup step. Any 'at the beginning of the next end step' triggers will happen while you still control the creature, but it will return to its owner immediately after.

When to Cast It

To maximize value, wait for your opponent to declare attackers. By taking their strongest creature after attackers are set, you remove one threat and potentially destroy another by blocking with it. If you have a way to sacrifice creatures, you can use Turn Against to take a creature, attack with it, and then sacrifice it before the turn ends so your opponent never gets it back.

Interaction examples

Fueling the Turn

If you find yourself short on mana, you can cast Big Score by discarding a card to draw two cards and create two Treasure tokens. You can then sacrifice those two Treasures plus three lands to generate the five mana needed to cast Turn Against on your opponent's turn, catching them off guard with a colorless theft effect.

Double Treasures

Similar to Big Score, you can use Unexpected Windfall to dig for Turn Against while generating the Treasure tokens necessary to cast it. This interaction allows you to stay flexible, keeping mana open to either draw cards or steal a creature depending on how your opponent plays their turn.

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

How it works : Turn Against

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Other cards and abilities can give a card with devoid color. If that happens, it’s just the new color, not that color and colorless.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Turn Against can target any creature, even one that’s untapped or one you already control.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Gaining control of a creature doesn’t cause you to gain control of any Auras or Equipment attached to it.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    A card with devoid is just colorless. It’s not colorless and the colors of mana in its mana cost.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Devoid works in all zones, not just on the battlefield.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If a card loses devoid, it will still be colorless. This is because effects that change an object’s color (like the one created by devoid) are considered before the object loses devoid.

    No other card is named in this ruling.

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Legal formats

pioneermodernlegacyvintagecommanderoathbreakerduel
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