Joust
Sorcery
"Life is a tournament that rewards the bold."—Syr Layne, knight of Embereth
Artist:
Bram SelsShare:
Text:
Choose target creature you control and target creature you don't control. The creature you control gets +2/+1 until end of turn if it's a Knight. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Rulings:
- 10/4/2019 You can’t cast Joust unless you choose both a creature you control and a creature you don’t control as targets.
- 10/4/2019 The target creature you control gets +2/+1 only if it’s a Knight as Joust resolves. It’ll still fight if it doesn’t get +2/+1.
- 10/4/2019 If either target is an illegal target as Joust tries to resolve, neither creature will deal or be dealt damage.
- 10/4/2019 If the creature you control is an illegal target as Joust tries to resolve, no creature gets +2/+1. If that creature is a legal target but the creature you don’t control isn’t, it still gets +2/+1 until end of turn if it’s a Knight.
Legality:
- standard: Not legal
- future: Not legal
- modern: Legal
- legacy: Legal
- pauper: Not legal
- vintage: Legal
- penny: Legal
- commander: Legal
- brawl: Legal
- duel: Legal
- oldschool: Not legal
- historic: Legal
- pioneer: Legal
- gladiator: Legal
- premodern: Not legal
- historicbrawl: Legal
- paupercommander: Not legal
- alchemy: Not legal
- explorer: Legal
- predh: Not legal
- oathbreaker: Legal
- timeless: Legal
- standardbrawl: Not legal
Sets:
- Throne of Eldraine #129 (uncommon)