Captive Weird // Compleated Conjurer (March of the Machine #49)
Captive Weird // Compleated Conjurer (March of the Machine #49)

Captive Weird {U}

Creature — Weird

Defender

{3}{R/P}: Transform Captive Weird. Activate only as a sorcery. ({R/P} can be paid with either {R} or 2 life.)

Izzet researchers agreed to keep the unusual weird contained until they understood the extent of its powers.

1/3

Compleated Conjurer

Color Indicator: Blue and Red Creature — Phyrexian Weird

When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.

The Furnace Host saw no need for such caution.

3/3

Illustrated by Manuel Castañón

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Captive Weird // Compleated Conjurer:
  • You may play the card exiled with Compleated Conjurer even if Compleated Conjurer leaves the battlefield or you lose control of it. (2023-04-14)
  • Playing the card exiled with Compleated Conjurer follows the normal rules for playing that card. You must pay its costs, and you must follow all applicable timing rules. For example, if the card is a creature card, you can cast that card by paying its mana cost only during your main phase while the stack is empty. (2023-04-14)
  • Unless an effect allows you to play additional lands that turn, you can play a land card exiled with Compleated Conjurer only if you haven’t played a land yet that turn. (2023-04-14)
  • If you don’t play the card, it will remain exiled. (2023-04-14)