Curse of Inertia MTG Card
Card sets | Released in 2 setsSee all |
Mana cost | |
Converted mana cost | 3 |
Rarity | Uncommon |
Type | Enchantment — Aura Curse |
Abilities | Enchant |
Text of card
Enchant player Whenever a player attacks enchanted player with one or more creatures, that attacking player may tap or untap target permanent of his or her choice.
"As long as I pull the strings, you will dance." —Tezzeret
Cards like Curse of Inertia
Curse of Inertia is a unique enchantment card that brings strategic control to the battlefield in Magic: The Gathering. When we look at cards with a similar scope of influence, we find a few that elicit the same puzzling decision-making in your opponents. A comparable nightmare for opponents is Curse of Exhaustion. Both enforce restrictions, but the latter limits casting more than one spell per turn— a different yet similarly stifling control tactic.
Another enchantment, Curse of the Nightly Hunt, shares the curse motif and forces proactive play, but instead of mediating the combat phase through movement, it compels creatures to attack each turn if able. This card, like Curse of Inertia, can disrupt an opponent’s strategy by manipulating how they enter combat. Still, Curse of Inertia’s ability to force a creature to tap or untap provides a more subtle control, which can be integral in complex board states and particularly beneficial in multiplayer formats.
Comparatively, these curses each add a layer of control in the game, yet Curse of Inertia’s unique versatility to alter the momentum of creatures gives it a noteworthy place. Its utility in redirecting threats and mitigating unwelcome attacks carves its niche in multiplayer decks, particularly those aiming to manipulate combat to their advantage.
Cards similar to Curse of Inertia by color, type and mana cost
Card Pros
Card Advantage: Curse of Inertia adds a strategic layer to your game by granting extra draw opportunities whenever the enchanted player is attacked, potentially turning each combat phase into a chance for you to gain additional resources.
Resource Acceleration: This enchantment encourages a faster-paced game by allowing you to untap permanents. This can be particularly beneficial for ramping up your mana resources or reusing activated abilities that require tapping.
Instant Speed: The enchantment can be played at the end of your opponent’s turn, preserving the element of surprise and allowing you to keep mana open for other instant-speed interactions. This flexibility can be crucial in maintaining the upper hand and capitalizing on the timing of your spells and abilities.
Card Cons
Discard Requirement: Playing Curse of Inertia may require some tough decisions, particularly if it necessitates letting go of potentially useful cards from your hand. This could leave you at a strategic disadvantage, especially in tight situations where every card counts.
Specific Mana Cost: This enchantment calls for a precise blend of mana, including blue, which may not gel with the strategy of all deck types. Players running multicolored decks could find the mana requirement restrictive and limiting to their game flow.
Comparatively High Mana Cost: While the effect of the card might seem enticing, its mana cost can be on the steeper side when compared to other options available in the game. Savvy players might opt for alternatives that offer similar benefits without such a significant investment of resources.
Reasons to Include in Your Collection
Versatility: Curse of Inertia can enhance various Commander and casual decks as it continually disrupts an opponent’s strategy while enabling yours. Easily compatible with decks that thrive on controlling opponents’ movements or desire to capitalize on casting multiple spells each turn.
Combo Potential: This aura excels in combinations, particularly with cards that benefit from creatures becoming tapped or untapped. Integrating it with tap/untap shenanigans, you can unlock some intriguing and unexpected synergies.
Meta-Relevance: In environments where voltron-style commanders or creature-based strategies are prevalent, Curse of Inertia can serve as a recurring tactical advantage, impeding opponents’ plans and maintaining pressure in each match it’s available.
How to beat
Curse of Inertia is an intriguing enchantment from the world of Magic: The Gathering, inviting strategic gameplay around tapping and untapping creatures. Central to thwarting this card’s momentum is understanding its mechanics – it triggers whenever the cursed player is attacked, granting their opponents an opportunity to manipulate the state of their creatures. To counteract this effect, enhancing your deck with instant speed removal or counter spells is key, enabling you to eliminate the curse before it affects the battlefield dynamics.
Engaging the likes of Naturalize or Disenchant which are both accessible and straightforward removal spells, can swiftly handle enchantments such as Curse of Inertia. It’s vital to keep mana available, specifically when your opponent’s creatures move to combat, as it’s at this critical juncture that you’d want to sever the curse’s influence. Additionally, incorporating creatures with hexproof or utilizing equipment to grant such protection can render the curse ineffective, effectively removing your creatures from the equation and negating the advantage provided to your opponent.
Ultimately, the key to overcoming Curse of Inertia lies in preparedness and versatile deck building – ensuring you have the right tools to disrupt the curse’s control over the game flow and maintain the upper hand in the match.
Where to buy
If you're looking to purchase Curse of Inertia MTG card by a specific set like Commander 2013 and Commander Anthology, 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 Curse of Inertia and other MTG cards:
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- eBay
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
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Printings
The Curse of Inertia Magic the Gathering card was released in 2 different sets between 2013-11-01 and 2017-06-09. Illustrated by Jasper Sandner.
# | Released | Name | Code | Symbol | Number | Frame | Layout | Border | Artist |
---|---|---|---|---|---|---|---|---|---|
1 | 2013-11-01 | Commander 2013 | C13 | 36 | 2003 | Normal | Black | Jasper Sandner | |
2 | 2017-06-09 | Commander Anthology | CMA | 35 | 2015 | Normal | Black | Jasper Sandner |
Legalities
Magic the Gathering formats where Curse of Inertia has restrictions
Format | Legality |
---|---|
Commander | Legal |
Legacy | Legal |
Oathbreaker | Legal |
Vintage | Legal |
Duel | Legal |
Rules and information
The reference guide for Magic: The Gathering Curse of Inertia card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.
Date | Text |
---|---|
2013-10-17 | A Curse spell targets the player it will enchant like any other Aura spell, and a Curse stays on the battlefield like any other Aura. If the enchanted player gains protection from the Curse’s color (or any other characteristic the Curse has), the Curse will be put into its owner’s graveyard. |
2013-10-17 | Curse is an enchantment type, not a creature type (or any other kind of subtype). |
2013-10-17 | Curse of Inertia’s ability will trigger only once per attacking player per combat phase, no matter how many creatures that player attacks with. |
2013-10-17 | Each of the Curses can be attached to any player, including the player who cast the Curse. |
2013-10-17 | Even though the attacking player chooses the target of the ability, the ability is still controlled by the player who controls Curse of Inertia. Notably, a creature with hexproof controlled by the player who controls Curse of Inertia could be chosen, even though another player may be choosing the target. |
2013-10-17 | The Curse subtype has no inherent rules meaning, but two cards in the Innistrad set (Bitterheart Witch and Witchbane Orb) refer to Curses. |
2013-10-17 | The ability won’t trigger when a creature attacks a planeswalker controlled by the enchanted player. |