Kidnapping

Kidnapping

SpellDebuff • Cost: 4

Gain control of an opposing tech 0, I, or II unit until end of turn. Ready it and it gets haste until end of turn.

RedBlood Magic

Card-Specific Rulings

If the unit you steal does not die (or otherwise leave play) on your turn, then whichever player you stole it from regains control of it at the end of your turn.Sirlin, 03/03/16
If the unit you steal dies while under your care, it will go to its owner's discard pile (not yours).Sirlin, 03/03/16

Keyword Rulings: Haste