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Siren's Call
Oracle Text
Cast this spell only during an opponent's turn, before attackers are declared.
Creatures the active player controls attack this turn if able.
At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.
Card Details
Character Background
Siren’s Call is a deceptively cruel blue instant that rewards tempo and control decks looking to punish overcommitting or awkward board states. Cast on an opponent’s turn before attackers are declared, it forces every creature they control to swing, turning defensive armies into liabilities and often stripping them of blockers for a lethal crackback. The real sting is the delayed cleanup: any non-Wall creature that stayed home dies at the end step, which makes token decks, go-wide strategies, and boards with summoning-sick or freshly stolen creatures especially vulnerable. A strong synergy is with effects that tap, bounce, or otherwise hinder key attackers, because once the call is made, forced attacks can walk into bad blocks or open you up for a follow-up sweeper. It also pairs neatly with cards that steal creatures temporarily, since control-change creatures not under their control since the turn began are ignored by the destruction clause.
Generated using gpt-5.4-mini
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Character Background
Siren’s Call is a deceptively cruel blue instant that rewards tempo and control decks looking to punish overcommitting or awkward board states. Cast on an opponent’s turn before attackers are declared, it forces every creature they control to swing, turning defensive armies into liabilities and often stripping them of blockers for a lethal crackback. The real sting is the delayed cleanup: any non-Wall creature that stayed home dies at the end step, which makes token decks, go-wide strategies, and boards with summoning-sick or freshly stolen creatures especially vulnerable. A strong synergy is with effects that tap, bounce, or otherwise hinder key attackers, because once the call is made, forced attacks can walk into bad blocks or open you up for a follow-up sweeper. It also pairs neatly with cards that steal creatures temporarily, since control-change creatures not under their control since the turn began are ignored by the destruction clause.
Generated using gpt-5.4-mini · Updated at 2026-08-21 20:10:48 UTC
