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← Merchant ShipArabian NightsSerendib Djinn →

Old Man of the Sea

Creature - Djinn 2/3, 1UU (3)
You may choose not to untap Old Man of the Sea during your untap step.
{T}: Gain control of target creature with power less than or equal to Old Man of the Sea's power as long as Old Man of the Sea remains tapped and that creature's power remains less than or equal to Old Man of the Sea's power.
1
Illus. Susan Van Camp

Crystal Keep Rulings Summaries

  • If used during combat, the creature is removed from the combat immediately. [bethmo 1994/06/01]
  • Control of the creature is lost if the Old Man leaves play for any reason. This is because it is no longer tapped. [bethmo 1994/05/09]
  • You do not lose control of a creature controlled by the Old Man even if you lose control of the Old Man itself. Interesting Note: if player A taps an Old Man to control B's Old Man, and during the same instant B taps to control A's Old Man, then at the resolution of the instant, the two Old Men switch sides. Now whoever untaps first will be getting both Old Men. [bethmo 1994/06/01]
  • You do not lose control if the creature becomes an invalid target at any time after the Old Man steals it. This includes if the card stops being a creature. The check for stealing the creature is made on announcement and on resolution as with any targeted effect plus it checks constantly for the cases listed on the card: power becoming greater than Old Man's and Old Man leaving play. [WotC Rules Team 1995/02/09]
  • Extended tournaments (see Rule 803) have always banned this card.
  • Note - This card was creature type "Marid" until Oracle 2007/10/01, when it became "Djinn".

Format Legality Legal in Vintage, Legacy
Banned in Extended, Standard

Printings (1/1) Arabian Nights (Uncommon)


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