The Grim Captain's Locker {3}{B}
Legendary Artifact
{T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
{T}: Until end of turn, each creature card in your graveyard gains “Escape—{3}{B}, Exile four other cards from your graveyard.” (You may cast a card with escape from your graveyard for its escape cost.)
Illustrated by Bruce Brenneise
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Explorer
- Not Legal
- Modern
- Not Legal
- Historic
- Not Legal
- Legacy
- Legal
- Brawl
- Not Legal
- Vintage
- Legal
- Timeless
- Not Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Not Legal
Toolbox
Notes and Rules Information for The Grim Captain's Locker:
- Escape's permission doesn't change when you may cast the spell from your graveyard. (2023-11-10)
- To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid. (2023-11-10)
- If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect. (2023-11-10)
- If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those. (2023-11-10)
- Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell. (2023-11-10)