Contagion Clasp Price
11 printings · 10 sets · first printed 2010
Contagion Clasp has been printed 11 times across 10 sets, first in 2010 and most recently in 2026. Right now the cheapest printing is Lorwyn Eclipsed Commander #140 at $0.32, while the most expensive is Fallout #757 at $5.90 — about 18× more. The median across 9 priced printings is $0.47. Reprint risk: HIGH RISK — Reprinted 11x, including dedicated reprint sets like Lorwyn Eclipsed Commander, Fallout.
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Every Contagion Clasp Printing, Compared
Cheapest first · unpriced last| Printing | Year | Price | Dealer Buys |
|---|---|---|---|
| Lorwyn Eclipsed Commander #140 (U) Cheapest | 2026 | $0.32 | $0.03 |
| Scars of Mirrodin #144 (U) | 2010 | $0.37 | $0.07 |
| Fallout #229 (U) | 2024 | $0.39 | $0.05 |
| Phyrexia: All Will Be One Commander #129 (U) | 2023 | $0.40 | $0.18 |
| The List #SOM-144 (U) | 2019 | $0.47 | $0.09 |
| Duel Decks: Elspeth vs. Tezzeret #63 (U) | 2010 | $0.60 | $0.03 |
| Time Spiral Remastered #391 (S) | 2021 | $0.78 | $0.20 |
| Friday Night Magic 2011 #10 (R) Foil | 2011 | $5.69 | $1.75 foil |
| Fallout #757 (U) Foil | 2024 | $5.90 | $3.50 foil |
| Magic Online Promos #42258 (U) Foil | 2013 | — | — |
| Duel Decks: Mirrodin Pure vs. New Phyrexia #67 (U) | 2011 | — | — |
Prices are the latest nightly market price; a printing with no tracked price shows a dash. Dealer buylist is Card Kingdom's current offer via MTGJSON, shown where one exists.
Legality is a property of the card, not the printing, so it is identical for all 11 versions.
Official Judge Precedents
7 PrecedentsContagion Clasp's first ability is mandatory. If you're the only player who controls a creature, you must target one of them.
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.