Captive Weird // Compleated Conjurer MTG Card


Card draws and mana cost reduction with Captive Weird // Compleated Conjurer streamline your gameplay strategy. Instant speed casting allows strategic reactions to opponents, enhancing in-game flexibility and control. Despite costs and restrictions, its transformative ability makes it a versatile and meta-relevant addition.
Captive Weird // Compleated Conjurer - March of the Machine
Converted mana cost1
RarityUncommon
TypeCreature — Phyrexian Weird
Abilities Transform
Released2023-04-21
Set symbol
Set nameMarch of the Machine
Set codeMOM
Power 3
Toughness 3
Number49
Frame2015
LayoutTransform
BorderBlack
Illustred byManuel Castañón

Text of card

When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.

The Furnace Host saw no need for such caution.


Cards like Captive Weird // Compleated Conjurer

Captive Weird // Compleated Conjurer is a distinctive split card in Magic: The Gathering that showcases flexibility in gameplay. Similar to other modal double-faced cards, players are presented with two casting options, allowing for strategic diversity. This card echoes the duality found in something like Fire // Ice, where players can choose between two different effects depending on the situation at hand.

Furthermore, Captive Weird // Compleated Conjurer shares traits with the transform cards from the Innistrad sets, like Delver of Secrets, which also starts as a creature and transforms into a more powerful version after meeting certain criteria. While Delver of Secrets transforms based on the contents of the library reveal, the Compleated Conjurer side of Captive Weird activates under predefined conditions, giving more control to the player. Both strategies enable a singular card to evolve during the course of play, displaying versatility that can be crucial during a game.

In the vast landscape of Magic: The Gathering, versatile cards like Captive Weird // Compleated Conjurer have always provided players with the ability to adapt to fluid game states, offering them powerful options to swing turns in their favor. This blend of utility and adaptability makes it a valuable asset in various MTG formats.

Fire // Ice - MTG Card versions
Fire // Ice - MTG Card versions

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Card Pros

Card Advantage: Captive Weird // Compleated Conjurer enhances your hand by drawing additional cards or filtering through the deck to access key pieces for your strategy. This helps to maintain momentum and overwhelm opponents with more options.

Resource Acceleration: By potentially reducing the casting cost of subsequent spells, this card aids in ramping up your resources, leading to more impactful plays sooner in the match and better utilization of your mana each turn.

Instant Speed: Given that this card can be cast at instant speed, it allows for reactive playstyle and strategic depth. You can respond to your opponent’s moves, adapt to the evolving board state, or simply optimize your turn for the best possible outcome.


Card Cons

Discard Requirement: Playing Captive Weird // Compleated Conjurer demands a card be discarded upon activation. For players whose hand is already stretched thin, this can be a significant drawback, potentially depleting their options and hampering strategizing.

Specific Mana Cost: The mana required to cast Captive Weird // Compleated Conjurer isn’t flexible, needing a precise combination of colors. This can be restrictive and might not fit seamlessly into all deck archetypes, particularly those that are not built around its color identity.

Comparatively High Mana Cost: With a substantial cost associated with unleashing the full potential of Captive Weird // Compleated Conjurer, players may find the investment steep. In fast-paced games or when facing decks designed for speed, the efficiency of this card could be called into question, especially when competitors offer similar effects without such a hefty mana investment.


Reasons to Include in Your Collection

Versatility: Captive Weird // Compleated Conjurer boasts a flexible design that allows it to serve multiple roles within various archetypes. Its initial form can provide early board presence, while its transformed state, Compleated Conjurer, can act as a potent spellcaster, fitting seamlessly into control or tempo decks alike.

Combo Potential: The card’s transform ability offers synergy with strategies that revolve around triggered abilities and permanents changing states. By flipping into Compleated Conjurer, it can mesh well with decks that capitalize on casting or copying instant and sorcery spells for game-winning combos.

Meta-Relevance: Depending on the prevailing decks in the current meta, having a versatile creature to switch between defensive and offensive roles can be crucial. Control decks, in particular, might find the transformative nature of this card incredibly effective against a wide array of strategies, making it a compelling choice for play in ever-shifting competitive scenes.


How to beat Captive Weird // Compleated Conjurer

The Captive Weird // Compleated Conjurer card poses an interesting challenge on the battlefield due to its unique ability to transform under specific conditions. To effectively counter this card, one strategy is to prevent it from flipping into Compleated Conjurer. This can be achieved by controlling the number of noncreature spells played in a single turn or creating a situation where casting multiple spells in one round is disadvantageous for the opponent. Additionally, removal spells can be highly effective against Captive Weird before it transforms, as it has lower toughness in its initial state.

It’s also crucial to manage the threats posed by the Compleated Conjurer side. Since it grants an ability to cast a spell from among three exiled cards with fetch counters, disrupting your opponent’s game plan by employing graveyard exile or hand disruption tactics can mitigate the potential impact of this ability. Moreover, deploying creatures with hexproof or shroud can prevent the target ability of Compleated Conjurer, further minimizing its influence on the game’s outcome.

Overall, strategic planning, targeted removal, and counterplay are key to overcoming the dual challenge of Captive Weird // Compleated Conjurer, ensuring it doesn’t take over the game.


Where to buy

If you're looking to purchase Captive Weird // Compleated Conjurer MTG card by a specific set like March of the Machine, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Captive Weird // Compleated Conjurer and other MTG cards:

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Legalities

Magic the Gathering formats where Captive Weird // Compleated Conjurer has restrictions

FormatLegality
StandardLegal
HistoricbrawlLegal
HistoricLegal
LegacyLegal
PaupercommanderRestricted
OathbreakerLegal
GladiatorLegal
AlchemyLegal
PioneerLegal
CommanderLegal
ModernLegal
FutureLegal
VintageLegal
DuelLegal
ExplorerLegal
BrawlLegal
TimelessLegal

Rules and information

The reference guide for Magic: The Gathering Captive Weird // Compleated Conjurer card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2023-04-14 If you don’t play the card, it will remain exiled.
2023-04-14 Playing the card exiled with Compleated Conjurer follows the normal rules for playing that card. You must pay its costs, and you must follow all applicable timing rules. For example, if the card is a creature card, you can cast that card by paying its mana cost only during your main phase while the stack is empty.
2023-04-14 Unless an effect allows you to play additional lands that turn, you can play a land card exiled with Compleated Conjurer only if you haven’t played a land yet that turn.
2023-04-14 You may play the card exiled with Compleated Conjurer even if Compleated Conjurer leaves the battlefield or you lose control of it.