The last ability of Illusory Gains doesn't target the new creature. It will become attached to that creature even if that creature has hexproof or shroud.
2015-02-25 · Wizards of the Coast
Illusory Gains's last ability is mandatory. You can't choose to have Illusory Gains not move.
2015-02-25 · Wizards of the Coast
If Illusory Gains can't legally enchant the creature that enters the battlefield (perhaps because it has protection from blue), it remains where it is. You retain control of the creature it's currently enchanting.
2015-02-25 · Wizards of the Coast
If multiple creatures enter the battlefield under an opponent's control at the same time, Illusory Gains will trigger for each of them. You may put these abilities on the stack in any order. As each resolves, you'll briefly gain control of the associated creature. The last one to resolve determines which one you'll ultimately control.
🍪 Tapt uses cookies and measurement tools to make the site work. With your consent, it also uses optional ones to understand how the site is used and to improve it. Learn more.
Essential cookieKeeps you signed in from one page to the next. Without it, the site does not work.
Always on
Internal audience measurementPages visited, cards searched, approximate city, and an anonymous session token that links your actions for the length of your visit (random, with no name or IP address, erased when you close the tab). Stays with Tapt, never shared. If refused, traffic is still counted but nothing is tied to you.
Third-party toolGoogle Analytics (traffic statistics, shortened IP address). It sets its own cookies and receives data from your visit, sometimes outside Quebec. If refused, nothing is loaded. You can subscribe to the newsletter either way: your address is only sent when you click Subscribe.