Captive Weird // Compleated Conjurer

Creature — Weird // Creature — Phyrexian Weird

Defender
{3}{R/P}: Transform this creature. Activate only as a sorcery. ({R/P} can be paid with either {R} or 2 life.)

CMC
1
Mana cost
{U}
Color identity
RU
Rarity
uncommon
Set
March of the Machine
Price
$0.14
EDHREC rank
#25414
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Captive Weird // Compleated Conjurer card art
Captive Weird // Compleated Conjurer flips into a repeatable instant/sorcery engine — each end step, you exile the top card and can cast it free if it's an instant or sorcery. The cost is real: you need three instants or sorceries to transform it, and it dies the turn it flips if your opponents have any interaction.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Captive Weird // Compleated Conjurer slots naturally into spellslinger decks that already want a high instant/sorcery density — hitting three triggers is trivial in those shells, and free casts off the top compound quickly in a long game. Modern and Pioneer have faster clocks that punish a three-step setup with no immediate board impact, so it struggles to find a home there outside of fringe tempo brews. Legacy and Vintage have the raw spell density to flip it reliably but also have far more powerful things to do at the same mana investment. Commander is where this card actually lives.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.14 bulk tier

At $0.14, Captive Weird // Compleated Conjurer is deep bulk — cheap enough to throw into any spellslinger build without a second thought. Don't expect price movement; it's a narrow casual card with no competitive demand pulling it up.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.