

Catch
Sorcery // Sorcery
Catch Sorcery
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
Release Sorcery
Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker of their choice. Fuse (You may cast one or both halves of this card from your hand.)
- Legal in Commander
- About $0.20
What it does
- gives haste
- multi removal
- mutual sacrifice
- removal-artifact
- removal-creature
- removal-enchantment
- removal-land
- removal-planeswalker
- sacrifice outlet-artifact
- sacrifice outlet-creature
- sacrifice outlet-enchantment
- sacrifice outlet-land
- sacrifice outlet-planeswalker
Art from Catch by Kev Walker
Cards that do the same job
In Catch's colors, best fit first. Paste your deck to see replacements picked for your commander.


















