I'd rather play an island , this card is only good if your deck is bad .
FatalEagle
★★★★★ (5.0/5.0)(1 vote)
@Mindbend Why not play both? T1-5: Counter your opponents stuff while playing islands T6: Island, Conjured Currency T7+: Steal their fatty. Continue to play islands, then steal their fatties/other stuff if they steal your Islands. Otherwise, play more Conjured Currencies to steal their fatties if they play them, and if they're too scared, beat them down with the fatty you got from them. Of course, this is speaking casually...
citizsnips
★★★★☆ (4.4/5.0)(5 votes)
Play this in a Venser deck take a permanent bounce Conjured Currency next turn lather, rinse, repeat
On a side note, I have a hunch that shortly after the scene portrayed, every scammer in Keyhole Downs was quick to remove all mirrors from the premises...
Vakyoom
★★★★★ (5.0/5.0)(2 votes)
I, for one, am in love with the bounce-a-licious-ness of this card. So many options, ahh!
So like the one guy said, you play islands and counter your opponents spells for the first few turns. Start stealing their stuff(like fatties and planeswalkers), which they'll never get back. Then toss in stuff like vanishment, cyclonic rift, detention sphere and oblivion ring to get your conjured currencies back on the field under your control. Don't forget switcheroo.
You can even include cloudshift and ghostly flicker to get your own permanents back from your opponent. This is not a bad card, people just have no imagination. Ramp this card is a U/G/W deck built to *** your opponent off... It could get real funny.
5/5 for sexy combo options, flavor text and the word "nor" :D
majinara
★★★★★ (5.0/5.0)(1 vote)
Won't show up in any tournament decks, but can be funny for casual.
Firesplitter.
★★☆☆☆ (2.8/5.0)(2 votes)
This card is bad. Yes, it can be good. But it requires so much work to even make slightly playable. And even then there's such a low chance to get to combo with it. And with many of the cards mentioned to make it work there's still other cards that do a better job. 0.5/5. Sorry, but this card is at best a horrible grouphug card.
Lotsofpoopy
★☆☆☆☆ (1.1/5.0)(7 votes)
This is a great card that combos well with bounce and other abilities. I also think that the flavor of conjuring money is very funny. I would like to think that if I lived in the Magic universe, there would be no way that I would fall for fake conjured money because I am a pro.
Strictly useful for convoluted combos, possibly involving the likes of Zedruu the Greathearted. It makes my inner Johnny happy, but I hope I don't pull it in sealed...
ToAsTy42o
★★☆☆☆ (2.8/5.0)(2 votes)
i've always found concepts of control with stuff like this sketchy at best, so someone tell me if I'm wrong...
turn 5 or 6 or whatever, you play this, and pass turn (for the sake of argument, nothing else happens in the next few turns for clarity).
they go, pass turn.
your turn, upkeep: you take their X (creature, enchantment, artifact, whatever), and pass turn.
then THEY have the currency, and THEY get to take something of yours (but not their original stuff)? and you get this back? this continues back and forth until game ends (or this gets nuked)?
so if a game goes on for like, 12 turns, you eventually have each others land and stuff?
LordRandomness
★★★★★ (5.0/5.0)(1 vote)
YES! YES!
I have a multiplayer deck whose purpose in life is to send permanents flying around the board everywhere (Dominus of Fealty, Bazaar Trader, Shuriken) and generally be a good guy to everyone (Barbed Shocker for people with bad hands, Spectral Searchlight for people who are mana screwed, etc), thereby balancing out the game and ensuring everyone gets a fair go (at each other, not me, of course). This will fit in perfectly.
XepherXero
☆☆☆☆☆ (0.0/5.0)
I think the hand that's taking the money is also conjured. It isn't reflected in the mirror either.
Could be fun with Scrambleverse and Knowledge Pool to ensure that no one ever actually gets to use their own stuff.
Tsuichoi
☆☆☆☆☆ (0.0/5.0)
One of the more interesting and distinct cards that i am sure will play a part in casual circles, i'd definitely include it in my Esper control deck.
Totema
☆☆☆☆☆ (0.0/5.0)
Awesome, I think I can splash blue in my red chaos deck for this. By the end of the game, no one will have permanents that they actually own!
Mode
☆☆☆☆☆ (0.0/5.0)
A card that checks both ownership as well as control? That's new.
And even though it's conjured, currency feels a lot like an artifact. But i guess Wizards didn't want to print an Artifact Enchantment. (Yet.)
Effective? perhaps. Fun? You bet your left kidney it is.
wholelottalove
☆☆☆☆☆ (0.5/5.0)(1 vote)
Card is only good if you don't have to return it to hand. Six mana for an OK ability is too much to pay turn after turn.
LordZogar
☆☆☆☆☆ (0.0/5.0)
I know this card isn't great, but I feel like a lot of people are missing what is good about this card. It says "neither own nor control". No matter what, they cannot take their creature back using the Conjured Currency because they own it (even if they no longer control it). In other words, all trades are final! Give them as many terrible trades as you can! The triggered ability targets, so you can mash face with a hexproof Geist of Seint Traft, steal their best permanents on your turn with the currency, and if your board is all either a land or shrouded, on their turn, all they get from your currency is a land!
Brand is probably the best card to combo with this one.
I know some of you want to believe this is a great Zedruu card, but be warned, using this card and Zedruu is a BAD idea unless you play the right cards in your deck. If they use your Conjured Currency on your Zedruu, it will be difficult to get her back (because you OWN her even though you no longer control her), and they will draw a card and gain a life off each thing you take from them! It is possible to make Conjured Currency work with Zedruu, but you'll need a cards like Diplomatic Immunity to protect Zedruu from being stolen. I recommend auras over equipment in this scenario because the aura is stuck on the permanent even if the controller changes whereas a card like Lightning Greeves, -- as much as I love this artifact -- it can be stolen then equipped to the opponent's creature, leaving Zedruu defenseless.
Another good option for Zedruu is some kind of repetitive bounce. In your upkeep, you will resolve the exchange triggered ability first, then resolve Zedruu's so you can gain the extra 1 life and 1 card from the currency the opponent now controls. You will have something of theirs, and they will have your currency. Bounce the currency, play it again, and repeat on your next turn. You will gain lots of free permanents, life, and cards, and your opponents will suffer!
Iktomi
☆☆☆☆☆ (0.0/5.0)
Everyone seems to be forgetting that this card's effect is a MAY, meaning you don't have to use it every turn. Sure it's hilarious to use this in a casual game to make things crazy until you're swapping lands each turn, but I find the best use of this card is as sideboard tech in limited. If you know your opponent has some mythic bomb that can win the game on it's own, just drop this and dare them to play it.
Doubles as removal for that last blocker so you can get in a lethal attack.
EyeballFrog
☆☆☆☆☆ (0.0/5.0)
I feel like this shouldn't be optional. You could build a very fun deck around forcing your opponent to trade the currency back for junk.
Anzu-chan
☆☆☆☆☆ (0.0/5.0)
@Firesplitter. : I agree that this is a bad card for constructed regular play.
But I think this wasn't intented to be played in a regular match anyway, but for multiplayer casual game. It screwed up the game so fast. Best card if you want to be the jerk in your group.
chrome_dome
☆☆☆☆☆ (0.0/5.0)
3/5. It has some limited potential and maybe some constructed uses, but this card is more geared towards casual formats. Although this is one of those cards that screams "build a deck around me!"
Smoke_Stack
☆☆☆☆☆ (0.0/5.0)
I know its been said before but Venser. All the way. I use Puca's mischief early on to start stealing stuff and then segue into this and REALLY start taking their stuff. Most people will rage-quit once you start stealing their lands
Skeletextman
☆☆☆☆☆ (0.0/5.0)
I just noticed something on the art: The coins don't have a reflection, but neither does the guy taking them.
PopcornBunni
☆☆☆☆☆ (0.0/5.0)
This card's rating severely subverts its fun value. Would make more sense flavourfully as a colored artifact, but this card makes for serious fun multiplayer.
Gonna put this in a deck with Crawling Filth.The idea of this card is to force your friends to play unbelievably crappy permanents.
Ferlord
☆☆☆☆☆ (0.0/5.0)
Highly reminiscent of Puca's Mischief. Giving up this for something like a Blightsteel Colossus can save the game. It's just a real shame that you:
1. Have to give this enchantment. 2. Only activates on your upkeep. 3. Costs .
Obviously, Switcheroo can't be compared because there are too many differences. It can (and will) be a problem if you do play this in Zedruu EDH since they'll choose her first.
For best use of this, play this when you have very few non-land permanents out. That way, you'll only have to lose lands while they lose whatever.
Paregmenon
☆☆☆☆☆ (0.0/5.0)
I got this as the last card in draft. On its own it's a pretty weak rare but played with cyclonic rift or a similar card it's very viable.
6 mana then you have to wait until your next turn for it to become effective. I feel like its something you'd want to throw down to ensure no big surprises can turn the game around (snatch that planeswalker or at least make your opponent question putting it on the field) Made a deck trying to find a use for this, ended up putting in stuff like Saving Grasp so I can get back my best creatures my opponent might steal.
Made my brother decide to just never trade it back.
Cloak_of_Mists
☆☆☆☆☆ (0.0/5.0)
For casual, and for Venser. Though I doubt it will ever happen, seeing
and then proceeding to destroy the permanent immediately afterwards, would be a milestone in my dawning Magic career
CloudAran2
★★★★★ (5.0/5.0)(2 votes)
Why isn't this card's flavor text "Shut up and take my money!" ?
BryceCarmony
☆☆☆☆☆ (0.0/5.0)
the biggest problem I have with this card is the exchange is optional. There's definitely concepts you could create in a deck to make this a fun card using zugzwang to force your opponent into trading into downsides. but with the "may " clause they'll just keep the card on their side and really you just got 1 permanent for 6 mana.
cool card concept but ruined by the Optional nature.
Syrtees
☆☆☆☆☆ (0.0/5.0)
I hope you don't mind if I just buy your Emrakul....
thePROJECTION
☆☆☆☆☆ (0.0/5.0)
My friend has a politics based EDH deck and this card is always hilarious when it pops up.
wolftree
☆☆☆☆☆ (0.0/5.0)
They 'may' clause makes this garbage. Otherwise it could be fun against something like Maze's End (steal all their guildgates, give back basic lands). I guess that would make it too much like Power Struggle.
Comments (46)
Why not play both?
T1-5: Counter your opponents stuff while playing islands
T6: Island, Conjured Currency
T7+: Steal their fatty. Continue to play islands, then steal their fatties/other stuff if they steal your Islands. Otherwise, play more Conjured Currencies to steal their fatties if they play them, and if they're too scared, beat them down with the fatty you got from them.
Of course, this is speaking casually...
take a permanent
bounce Conjured Currency
next turn lather, rinse, repeat
On a side note, I have a hunch that shortly after the scene portrayed, every scammer in Keyhole Downs was quick to remove all mirrors from the premises...
So like the one guy said, you play islands and counter your opponents spells for the first few turns. Start stealing their stuff(like fatties and planeswalkers), which they'll never get back. Then toss in stuff like vanishment, cyclonic rift, detention sphere and oblivion ring to get your conjured currencies back on the field under your control. Don't forget switcheroo.
You can even include cloudshift and ghostly flicker to get your own permanents back from your opponent. This is not a bad card, people just have no imagination. Ramp this card is a U/G/W deck built to *** your opponent off... It could get real funny.
5/5 for sexy combo options, flavor text and the word "nor" :D
turn 5 or 6 or whatever, you play this, and pass turn (for the sake of argument, nothing else happens in the next few turns for clarity).
they go, pass turn.
your turn, upkeep: you take their X (creature, enchantment, artifact, whatever), and pass turn.
then THEY have the currency, and THEY get to take something of yours (but not their original stuff)? and you get this back? this continues back and forth until game ends (or this gets nuked)?
so if a game goes on for like, 12 turns, you eventually have each others land and stuff?
I have a multiplayer deck whose purpose in life is to send permanents flying around the board everywhere (Dominus of Fealty, Bazaar Trader, Shuriken) and generally be a good guy to everyone (Barbed Shocker for people with bad hands, Spectral Searchlight for people who are mana screwed, etc), thereby balancing out the game and ensuring everyone gets a fair go (at each other, not me, of course). This will fit in perfectly.
Could be fun with Scrambleverse and Knowledge Pool to ensure that no one ever actually gets to use their own stuff.
And even though it's conjured, currency feels a lot like an artifact.
But i guess Wizards didn't want to print an Artifact Enchantment. (Yet.)
Brand is probably the best card to combo with this one.
I know some of you want to believe this is a great Zedruu card, but be warned, using this card and Zedruu is a BAD idea unless you play the right cards in your deck. If they use your Conjured Currency on your Zedruu, it will be difficult to get her back (because you OWN her even though you no longer control her), and they will draw a card and gain a life off each thing you take from them! It is possible to make Conjured Currency work with Zedruu, but you'll need a cards like Diplomatic Immunity to protect Zedruu from being stolen. I recommend auras over equipment in this scenario because the aura is stuck on the permanent even if the controller changes whereas a card like Lightning Greeves, -- as much as I love this artifact -- it can be stolen then equipped to the opponent's creature, leaving Zedruu defenseless.
Another good option for Zedruu is some kind of repetitive bounce. In your upkeep, you will resolve the exchange triggered ability first, then resolve Zedruu's so you can gain the extra 1 life and 1 card from the currency the opponent now controls. You will have something of theirs, and they will have your currency. Bounce the currency, play it again, and repeat on your next turn. You will gain lots of free permanents, life, and cards, and your opponents will suffer!
Doubles as removal for that last blocker so you can get in a lethal attack.
But I think this wasn't intented to be played in a regular match anyway, but for multiplayer casual game. It screwed up the game so fast. Best card if you want to be the jerk in your group.
BRB making a super casual bartering deck with this, Tin Street Market, and Trading Post.
1. Have to give this enchantment.
2. Only activates on your upkeep.
3. Costs
Obviously, Switcheroo can't be compared because there are too many differences. It can (and will) be a problem if you do play this in Zedruu EDH since they'll choose her first.
For best use of this, play this when you have very few non-land permanents out. That way, you'll only have to lose lands while they lose whatever.
TAKE THEN ALL!!!
Made a deck trying to find a use for this, ended up putting in stuff like Saving Grasp so I can get back my best creatures my opponent might steal.
Made my brother decide to just never trade it back.
For casual, and for Venser. Though I doubt it will ever happen,
seeing
"Trading Conjured Currency for your Nicol Bolas, Planeswalker"
and then proceeding to destroy the permanent immediately afterwards,
would be a milestone in my dawning Magic career
cool card concept but ruined by the Optional nature.