Catch // Release

Sorcery // 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.)

CMC
9
Mana cost
{1}{U}{R}
Color identity
RUW
Rarity
rare
Set
Dragon's Maze
Price
$0.20
EDHREC rank
#24196
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Catch // Release card art
Catch // Release gives you a Gain Control effect stapled to a forced-sacrifice sweeper on one card — the fused version steals the best thing on the board, then makes everyone else sacrifice theirs. The cost is real: seven mana to fuse is a lot to ask, and neither half alone is efficient enough to justify a slot on its own merits.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Commander is where Catch // Release earns its keep — the format's singleton rule and multiplayer politics make a fused effect that can swing a three-way board state uniquely punishing, and seven mana is reachable in the typical Commander game. In Legacy, Modern, and Pioneer, both halves are individually outclassed by cheaper, cleaner options, and fusing at seven mana in a two-player game is nearly unplayable. Oathbreaker shares enough of Commander's DNA that the same logic applies, though the lower starting hand size and faster pace make the seven-mana ceiling harder to hit reliably.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.20 bulk tier

At $0.20, Catch // Release is pure bulk — easy to pick up as a one-of without any financial friction. Bulk rares with niche Commander applications rarely move off the floor, so don't expect the price to budge.

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Mentioned

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