Ride the Outlaw's Steal
Take for a Ride slips into play with swagger and earns its name in tight board states. The sorcery gives you temporary control of an opponent creature until end of turn while untapping it and granting haste, so a blocker becomes an attacker or a utility piece presses your advantage. The card reads cleanly and reads as a tactical ploy for red decks that want to convert tempo into tangible damage or save a run of plays when your own board needs a boost.
In the Outlaws of Thunder Junction setting the spell fits the set tone: quick heists, fast getaways, and consequences that only last until midnight. Use it after committing a crime this turn to cast it at instant speed and ambush an unsuspecting defender. Experienced players will pick targets that flip combat math, remove a key blocker, or trigger enter the battlefield or tapped effects you can exploit for a swingy turn.
Card Details:
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Mana Cost – {2}{R}
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Card Type – Sorcery
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Subtypes –
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Card Text / Rules Text (Printed) – Take for a Ride has flash as long as you have committed a crime this turn. (Targeting opponents, anything they control, and or cards in their graveyards is a crime.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
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Power / Toughness –
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Loyalty –