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Tentative Connection

{3}{R}

Sorcery

This spell costs {3} less to cast if you control a creature with menace. Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Plays as:
Discounted SpellThreatenMenace Payoff
CommanderLegalModernLegalStandardNot legal
Format legality

Constructed

StandardNot legal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperLegal

Commander

CommanderLegal
Pauper CommanderLegal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersNot legal

Arena

AlchemyNot legal
HistoricLegal
TimelessLegal
BrawlLegal
Standard BrawlNot legal
Competitive BrawlLegal
GladiatorLegal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulLegal
Future StandardNot legal

EDHREC #16,736

Printings
1
Price
$0.21

Versions

1 printing · from $0.21

In products

Rulings

4 · latest Apr 17, 2020
  • WotCApr 17, 2020

    Once you announce that you're casting Tentative Connection, no player may take actions until the spell has been paid for. Notably, opponents can't try to change whether you control a creature with menace.

  • WotCApr 17, 2020

    Tentative Connection can target any creature, even one that you already control or that is already untapped.

  • WotCApr 17, 2020

    Tentative Connection is unaffected if you no longer control a creature with menace after you've cast it. You won't have to pay an additional {3}.

  • WotCApr 17, 2020

    To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Tentative Connection). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.