collections_bookmark Part of Outlaws of Thunder Junction
Take for a Ride card art
Card Preview

Take for a Ride

{2} {R} · Sorcery · Outlaws of Thunder Junction (OTJ)
0%
Decklist Inclusion
Times Brought
87
Decks Running
42
In Decks
122
Decklist Inclusion
0%
Format
Card text
Take for a Ride card

Take for a Ride

{2} {R}
Sorcery
Take for a Ride has flash as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Outlaws of Thunder Junction (OTJ) · Uncommon · Illustrated by Artur Treffner

Final zone distribution

26 instances

Not enough tracked games yet to show a reliable final-zone breakdown.

Commanders that played this card

in tracked games

The "good card" funnel

87 brought · 42 players
Brought to game
87
Ever drawn
23
Reached battlefield
13
Still on board at game end
0

Frequently Asked

Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 760,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.