Captivating Crew: Grab and Go
Captivating Crew is a practical red utility threat from Commander Outlaws of Thunder Junction that gives you a short window to turn the table. The creature itself presents a sturdy four power body that pressures opponents while doubling as a repeatable theft engine. Spend the three and a red to seize an opposing creature, untap it and swing or use its activated abilities the same turn because it gains haste until end of turn.
In a pirate themed deck this card shines as a tempo play and a removal alternative that does not require direct damage. Use it to answer a blocker, steal a combo piece for one turn, or make an unexpected attacker. The printed activation timing reads activate only as a sorcery so plan your turns accordingly and bank the mana until you are ready to flip the board.
Card Details:
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Mana Cost – {3}{R}
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Card Type – Creature
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Subtypes – Human Pirate
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Card Text / Rules Text (Printed) – {3}{R}: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
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Power / Toughness – 4/3