Home / Magic: The Gathering / 30th Anniversary Edition / False Orders
False Orders
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Instant

False Orders

common · Instant · 30th Anniversary Edition
$1.24
Low
$1.46
Market
$1.83
High

Oracle Text

Cast this spell only during the declare blockers step.
Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.

Card Details

-/-Power / Toughness
{R}Mana Cost
1Prints

Character Background

False Orders is a classic red trick that turns combat into a trapdoor, fitting best into tempo or aggressive decks that want to squeeze damage through while ruining the opponent’s best defensive math. Because it can only be cast in the declare blockers step, its power lies in punishing a lone key blocker: you can remove it from combat, free up the creature it was holding back, and often force an awkward new block that still leaves the defender exposed. That makes it especially nasty with evasive attackers, combat-damage synergies, or creatures that care about being unblocked. In Limited, it can completely swing a race; in Constructed, it pairs well with burn-heavy red decks that only need one opening to finish the game. If you build around it, favor creatures that attack profitably into cluttered boards and effects that reward a blocked creature becoming unblocked, because False Orders can turn an apparently safe defense into a disastrous misread.

Generated using gpt-5.4-mini

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Suggested Pricing
$1.24 - $1.83
At the current market price of $1.46.
Average Time to Sell
3 days
At the current market price of $1.46.

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Character Background

False Orders is a classic red trick that turns combat into a trapdoor, fitting best into tempo or aggressive decks that want to squeeze damage through while ruining the opponent’s best defensive math. Because it can only be cast in the declare blockers step, its power lies in punishing a lone key blocker: you can remove it from combat, free up the creature it was holding back, and often force an awkward new block that still leaves the defender exposed. That makes it especially nasty with evasive attackers, combat-damage synergies, or creatures that care about being unblocked. In Limited, it can completely swing a race; in Constructed, it pairs well with burn-heavy red decks that only need one opening to finish the game. If you build around it, favor creatures that attack profitably into cluttered boards and effects that reward a blocked creature becoming unblocked, because False Orders can turn an apparently safe defense into a disastrous misread.

Generated using gpt-5.4-mini · Updated at 2026-08-21 18:10:46 UTC

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