Bow to My Command
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)
As you set this scheme in motion, choose an opponent.
Creatures the chosen player controls can't attack you or planeswalkers you control.
At the beginning of your opponents' end step, they may tap any number of untapped creatures they control with total power 8 or greater. If they do, abandon this scheme.
As you set this scheme in motion, choose an opponent.
Creatures the chosen player controls can't attack you or planeswalkers you control.
At the beginning of your opponents' end step, they may tap any number of untapped creatures they control with total power 8 or greater. If they do, abandon this scheme.
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
historicbrawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
Your opponents may tap creatures that came under their control this turn to pay the cost of this scheme’s last ability.
To pay the cost of this scheme’s second ability, your opponents collectively need to tap creatures with total power 8 or greater. Those creatures may be controlled by different teammates.
If multiple abilities trigger at the beginning of your opponents’ end step, first their abilities are put onto the stack in any order, and then you put your abilities onto the stack in any order. Your abilities resolve before theirs do.
In a Supervillain Rumble game, this scheme’s last ability triggers at the beginning of each opponent’s end step. Only that player may tap untapped creatures they control.
Once your opponents have chosen to tap creatures, you can’t take any action until they’re tapped and this scheme has been abandoned.
If the chosen player leaves the game, this scheme isn’t abandoned, but its middle ability won’t have any effect anymore. You won’t choose a new player.
To pay the cost of this scheme’s second ability, your opponents collectively need to tap creatures with total power 8 or greater. Those creatures may be controlled by different teammates.
If multiple abilities trigger at the beginning of your opponents’ end step, first their abilities are put onto the stack in any order, and then you put your abilities onto the stack in any order. Your abilities resolve before theirs do.
In a Supervillain Rumble game, this scheme’s last ability triggers at the beginning of each opponent’s end step. Only that player may tap untapped creatures they control.
Once your opponents have chosen to tap creatures, you can’t take any action until they’re tapped and this scheme has been abandoned.
If the chosen player leaves the game, this scheme isn’t abandoned, but its middle ability won’t have any effect anymore. You won’t choose a new player.
Rulings
Your opponents may tap creatures that came under their control this turn to pay the cost of this scheme’s last ability.
To pay the cost of this scheme’s second ability, your opponents collectively need to tap creatures with total power 8 or greater. Those creatures may be controlled by different teammates.
If multiple abilities trigger at the beginning of your opponents’ end step, first their abilities are put onto the stack in any order, and then you put your abilities onto the stack in any order. Your abilities resolve before theirs do.
In a Supervillain Rumble game, this scheme’s last ability triggers at the beginning of each opponent’s end step. Only that player may tap untapped creatures they control.
Once your opponents have chosen to tap creatures, you can’t take any action until they’re tapped and this scheme has been abandoned.
If the chosen player leaves the game, this scheme isn’t abandoned, but its middle ability won’t have any effect anymore. You won’t choose a new player.
To pay the cost of this scheme’s second ability, your opponents collectively need to tap creatures with total power 8 or greater. Those creatures may be controlled by different teammates.
If multiple abilities trigger at the beginning of your opponents’ end step, first their abilities are put onto the stack in any order, and then you put your abilities onto the stack in any order. Your abilities resolve before theirs do.
In a Supervillain Rumble game, this scheme’s last ability triggers at the beginning of each opponent’s end step. Only that player may tap untapped creatures they control.
Once your opponents have chosen to tap creatures, you can’t take any action until they’re tapped and this scheme has been abandoned.
If the chosen player leaves the game, this scheme isn’t abandoned, but its middle ability won’t have any effect anymore. You won’t choose a new player.
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