Commander 2013 (c13)

#36 ⸱ Uncommon ⸱ English
Curse of Inertia

Variations

Parts

Curse of Inertia

Enchantment — Aura Curse
Enchant player
Whenever a player attacks enchanted player with one or more creatures, that attacking player may tap or untap target permanent of their choice.

 

"As long as I pull the strings, you will dance." —Tezzeret

 

 

 

Legalities

Legal
Duel
Legacy
Vintage
Commander
Oathbreaker
Not Legal
Brawl
Penny
Predh
Future
Modern
Pauper
Alchemy
Pioneer
Explorer
Historic
Standard
Timeless
Gladiator
Oldschool
Premodern
Standardbrawl
Paupercommander

Rulings

2013-10-17

Each of the Curses can be attached to any player, including the player who cast the Curse.

 

2013-10-17

Curse is an enchantment type, not a creature type (or any other kind of subtype).

 

2013-10-17

The Curse subtype has no inherent rules meaning, but two cards in the Innistrad set (Bitterheart Witch and Witchbane Orb) refer to Curses.

 

2013-10-17

Curse of Inertia’s ability will trigger only once per attacking player per combat phase, no matter how many creatures that player attacks with.

 

2013-10-17

A Curse spell targets the player it will enchant like any other Aura spell, and a Curse stays on the battlefield like any other Aura. If the enchanted player gains protection from the Curse’s color (or any other characteristic the Curse has), the Curse will be put into its owner’s graveyard.

 

2013-10-17

Even though the attacking player chooses the target of the ability, the ability is still controlled by the player who controls Curse of Inertia. Notably, a creature with hexproof controlled by the player who controls Curse of Inertia could be chosen, even though another player may be choosing the target.

 

2013-10-17

The ability won’t trigger when a creature attacks a planeswalker controlled by the enchanted player.

 

Market Pricing

 NormalFoil
Low$0.10
Median$0.30
High$20.00
Market$0.29
Direct Low
Buy at TCGPlayer

Other Printings

 NormalFoil
Commander Anthology$0.76

Pricing data provided by TCGPlayer