Wrangle 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
Gain control of target creature with power 4 or less until end of turn. Untap that creature. It gains haste until end of turn.
Complete guide
Wrangle is a cheap and effective sorcery that lets you temporarily borrow a creature to turn the tides of battle. For just two mana, you can steal a utility creature or a mid-sized attacker to use against its owner. It is the perfect tool for aggressive red decks that need to clear a blocker while adding to their own offensive pressure.
Stealing Control
Wrangle allows you to take control of a creature with power 4 or less. The power check only happens twice: once when you choose the target and once when the spell attempts to resolve. If the creature's power is 4 or less at both times, you successfully gain control of it until the end of the current turn. Notably, if the creature's power increases to 5 or more after the spell has resolved—perhaps due to a static bonus you control—you do not lose control of it; it stays with you until the turn ends.
Resolving the Spell
Once Wrangle resolves, three things happen in sequence. First, you gain control of the target creature. Second, that creature is untapped, which is useful if your opponent just attacked with it. Third, the creature gains haste until end of turn. This allows the creature to attack or use abilities involving the tap symbol immediately, even if it just entered the battlefield this turn.
Strategic Timing
Since Wrangle is a sorcery, you must cast it during one of your main phases. It is most effective when your opponent has a single blocker standing between you and victory, or when they have a creature with a powerful activated ability you wish to use. Remember that at the end of your turn, the creature returns to its owner's control in the state it was in (tapped or untapped).
Interaction examples
If your opponent controls Hollowhenge Wrangler, which has 4 power, you can cast Wrangle targeting it. You will gain control of the creature, untap it, and it will gain haste. You can then attack your opponent with their own creature. At the end of your turn, control of Hollowhenge Wrangler returns to your opponent.
Suppose your opponent has a creature that is also an artifact. You can use Wrangle to take control of it so they cannot use it to block. While you could use Vandalblast to destroy an artifact you don't control, Wrangle allows you to use that creature for an attack first before the turn ends.
If you are looking for a way to close out the game, you can cast Faithless Looting to dig through your deck. If you find Wrangle and your opponent has a creature with power 4 or less, you can immediately cast Wrangle to steal that creature and swing for the win.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Wrangle
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Wrangle can target any creature with power 4 or less, even one that you already control or that is already untapped.
No other card is named in this ruling.
- #2· Wizards of the Coast
If the target creature’s power becomes 5 or greater as you gain control of it (perhaps because an enchantment gives creatures you control +1/+1), Wrangle will continue to resolve as normal. The creature will still be untapped and gain haste until end of turn, and you’ll still control it until end of turn.
No other card is named in this ruling.
Interactions with other cards
These cards' text mentions Wrangle.
Legal formats
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Meta decks with Wrangle
No archived Top 8 deck with this card yet.



Hollowhenge Wrangler
Vandalblast
Faithless Looting