Captive Weird // Compleated Conjurer (March of the Machine)
Captive Weird // Compleated Conjurer back
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Captive Weird // Compleated Conjurer
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Creature — Weird // Creature — Phyrexian Weird

Defender
: Transform Captive Weird. Activate only as a sorcery. ( can be paid with either or 2 life.) // When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.

1 // 3/3 // 3
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

If you don’t play the card, it will remain exiled.
You may play the card exiled with Compleated Conjurer even if Compleated Conjurer leaves the battlefield or you lose control of it.
Playing the card exiled with Compleated Conjurer follows the normal rules for playing that card. You must pay its costs, and you must follow all applicable timing rules. For example, if the card is a creature card, you can cast that card by paying its mana cost only during your main phase while the stack is empty.
Unless an effect allows you to play additional lands that turn, you can play a land card exiled with Compleated Conjurer only if you haven’t played a land yet that turn.
If you don’t play the card, it will remain exiled.
You may play the card exiled with Compleated Conjurer even if Compleated Conjurer leaves the battlefield or you lose control of it.
Playing the card exiled with Compleated Conjurer follows the normal rules for playing that card. You must pay its costs, and you must follow all applicable timing rules. For example, if the card is a creature card, you can cast that card by paying its mana cost only during your main phase while the stack is empty.
Unless an effect allows you to play additional lands that turn, you can play a land card exiled with Compleated Conjurer only if you haven’t played a land yet that turn.
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