Fight or Flight
Invasion (INV)
Enchantment
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.Format legality
Constructed
StandardNot legal
PioneerNot legal
ModernNot legal
LegacyLegal
VintageLegal
PauperNot legal
Commander
CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHLegal
OathbreakerLegal
Tiny LeadersNot legal
Arena
AlchemyNot legal
HistoricNot legal
TimelessNot legal
BrawlNot legal
Standard BrawlNot legal
Competitive BrawlNot legal
GladiatorNot legal
Other
PremodernLegal
Old SchoolNot legal
Penny DreadfulNot legal
Future StandardNot legal
Rulings
3 · latest Aug 1, 2008
- WotCAug 1, 2008
Creatures which enter (or cards which become creatures) after the beginning of combat ability resolves are not placed in either pile. Since they weren't in the chosen pile, they won't be able to attack.
- WotCAug 1, 2008
If you have two of these, then you will separate the creatures into piles twice, and the opponent will choose a pile each time. Only creatures that were in both of the chosen piles can attack.
- WotCAug 1, 2008
The effect is best understood if you read it as "creatures not in the chosen pile can't attack."
