Lose Calm

Sorcery

Gain control of target creature until end of turn. Untap that creature. It gains haste and menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)

CMC
4
Mana cost
{3}{R}
Color identity
R
Rarity
common
Set
Dragons of Tarkir
Price
$0.17
EDHREC rank
#21528
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Lose Calm card art
Lose Calm steals a creature until end of turn and gives it haste — it's a sorcery-speed Act of Aggression that trades instant flexibility for the same core effect at a lower mana cost. Solid role-player in red aggro and Commander theft builds, a clear skip everywhere else.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Lose Calm earns a slot in any red deck that wants to weaponize an opponent's threat — swing with their best creature, then let it die in combat or sacrifice it before it returns. In Pauper it competes in a shallow pool of red tempo spells and sees occasional play in aggressive shells that need reach. Modern and Legacy have faster, more flexible options at the same or lower cost, so Lose Calm doesn't crack those formats. Pioneer is the same story — the competition is stiff and the sorcery speed is a real liability at that power level.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.17 bulk tier

At $0.17, Lose Calm is deep bulk — you're paying for the effect, not the card. Bulk commons rarely move unless a format breakout happens, and nothing in Lose Calm's current trajectory suggests that's coming.

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Mentioned

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