About Cruel Entertainment
Cruel Entertainment, Sorcery, designed by David Palumbo first released in Nov, 2016 in the set Commander 2016. It see play in 1 formats: Commander.
Cruel Entertainment could be a fun and disruptive addition to a control or chaos-themed deck in Magic: the Gathering, as it can create interesting interactions and shake up the game dynamics. However, it may not be the most competitive choice due to its high mana cost and potential unpredictability. Other cards like Mindslaver or Emrakul, the Promised End offer more powerful and consistent control effects, making them better options for serious play. Nonetheless, Cruel Entertainment could still be a fun and flavorful inclusion in more casual or themed decks for players looking to add a twist to their games.
Rules
11/08/16
Cruel Entertainment’s controller may be one of its targets, even if it’s less entertaining this way.
11/08/16
Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.
11/08/16
The controlling player also can’t make any choices or decisions for the player being controlled that would be called for by the tournament rules (such as whether to take an intentional draw or whether to call a judge).
11/08/16
The controlling player can use only the resources of the player being controlled (cards, mana, and so on) to pay costs for that player; the controlling player can’t use their own resources to pay costs for the player being controlled. Similarly, the controlling player can’t spend the resources of the player being controlled on any of the controlling player’s own costs.
11/08/16
The controlling player can’t make the player being controlled concede. A player may choose to concede at any time, even while under another player’s control.
11/08/16
While controlling another player, the controlling player also continues to make their own choices and decisions.
11/08/16
While controlling another player, the controlling player makes all choices and decisions that the player being controlled is allowed to make or is told to make during that turn. This includes choices about what spells to cast or what abilities to activate, as well as any decisions called for by a triggered ability or anything else.
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