Viewing offers in Near Mint condition
Goatnap
Oracle Text
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If that creature is a Goat, it also gets +3/+0 until end of turn.
Card Details
Character Background
Goatnap is a red sorcery that reads like a one-turn theft and tempo cheat: for {2}{R} you steal any creature, untap it and give it haste — and if it happens to be a Goat it gets +3/+0 — making this card best suited to tempo/aggro strategies that want surprise damage, midrange decks that finish races, or casual/Commander lists that leverage one-turn swings. Because it's sorcery-speed, plan it before combat: steal a blocker to clear your attacker, steal a huge creature to swing for lethal, or target your own tapped creature to untap and attack. It pairs exceptionally well with Goat token generators to reliably trigger the +3/+0, and with creatures that have "when this deals combat damage" triggers or with sacrifice outlets so you can convert a stolen attacker into value (damage triggers or sacrifice synergies). In limited play it's a removal/finisher hybrid; in constructed, build around creatures with big printed power and combat-damage payoffs to maximize each theft.
Generated using gpt-5-mini
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List Goatnap
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
Public Decks Using This Card
No public decks are currently using this card.
Character Background
Goatnap is a red sorcery that reads like a one-turn theft and tempo cheat: for {2}{R} you steal any creature, untap it and give it haste — and if it happens to be a Goat it gets +3/+0 — making this card best suited to tempo/aggro strategies that want surprise damage, midrange decks that finish races, or casual/Commander lists that leverage one-turn swings. Because it's sorcery-speed, plan it before combat: steal a blocker to clear your attacker, steal a huge creature to swing for lethal, or target your own tapped creature to untap and attack. It pairs exceptionally well with Goat token generators to reliably trigger the +3/+0, and with creatures that have "when this deals combat damage" triggers or with sacrifice outlets so you can convert a stolen attacker into value (damage triggers or sacrifice synergies). In limited play it's a removal/finisher hybrid; in constructed, build around creatures with big printed power and combat-damage payoffs to maximize each theft.
Generated using gpt-5-mini · Updated at 2026-05-16 13:20:43 UTC
