Magnetic Theft {R}
Instant
Attach target Equipment to target creature. (Control of the Equipment doesn't change.)
Prints (8)
| Set | # | Rarity | Finishes | USD | Foil USD |
|---|---|---|---|---|---|
| Fifth Dawn (5DN) | 74 | uncommon | nonfoil, foil | — | — |
| Fifth Dawn (5DN) | 74 | uncommon | nonfoil, foil | — | — |
| Fifth Dawn (5DN) | 74 | uncommon | nonfoil, foil | — | — |
| Fifth Dawn (5DN) | 74 | uncommon | nonfoil, foil | — | — |
| Fifth Dawn (5DN) | 74 | uncommon | nonfoil, foil | — | — |
| Fifth Dawn (5DN) | 74 | uncommon | nonfoil, foil | $4.22 | $19.36 |
| Fifth Dawn (5DN) | 74 | uncommon | nonfoil, foil | — | — |
| Fifth Dawn (5DN) | 74 | uncommon | nonfoil, foil | — | — |
Rulings
- 2004-12-01 Magnetic Theft can cause an Equipment one player controls to be attached to a creature another player controls. The controller of the Equipment can pay the equip cost to move the Equipment to a creature they control (but only any time that player could cast a sorcery).