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Illusory Gains

~$0.18 low · ~$0.55 high

Blue. Enchantment — Aura

three generic manaone blue manaone blue mana

059 · DTK · R · ENWhat the codes mean

Illusory Gains

Dragons of Tarkir #59 · Illustrated by Kev Walker

What is Illusory Gains worth?

Cheapest copy

~$0.18

Non-foil · Dragons of Tarkir #59

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Highest TCGplayer price

~$0.55

Foil · Dragons of Tarkir #59

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2 prices from $0.18 to $0.55. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Enchant creature

You control enchanted creature.

Whenever a creature an opponent controls enters, attach this Aura to that creature.

The only printing of Illusory Gains

PrintingRarityNon-foilFoilCardmarket (EUR)My collection

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Card details

First printed
2015
Printings
1
Mana value
5
EDHREC rank
#22,566 on EDHREC (Commander popularity)
Keywords
Enchant
Artist
Kev Walker

What the codes mean

The small print at the bottom of the Dragons of Tarkir card (#59).

059 · DTK · R · EN

  • 059Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
  • DTKSet code for Dragons of Tarkir
  • RRare
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Card breakdown

The parts of Illusory Gains, read from the Dragons of Tarkir printing. Tap a label to highlight its line. How to read any Magic card.

  • Top: name and cost
  • Art and type line
  • Text box
  • Bottom: stats and the info line
Illusory Gains from Dragons of Tarkir, with each part labelled

The info line, magnified

Swipe to see the whole line.

Top: name and cost

Art and type line

Text box

Bottom: stats and the info line

Keywords

EnchantCR 702.5
Says what this Aura can target and be attached to.

Rule numbers from the Magic Comprehensive Rules, version of September 25, 2026.

Rulings (4)

  1. 2015-02-25

    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.

  2. 2015-02-25

    Illusory Gains's last ability is mandatory. You can't choose to have Illusory Gains not move.

  3. 2015-02-25

    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.

  4. 2015-02-25

    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.

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