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Savage Punch

Savage Punch

{1}{G}
Sorcery

Target creature you control fights target creature you don't control.

Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.

Illustrated by Wesley Burt

Formats
Not Legalstandard
Legalhistoric
Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Legalpauper
Legalvintage
Not Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Not Legalalchemy

This printing

Number#147
RarityCommon
ReleasedSep 26, 2014
EDHREC rank#13,335

Prices

USD$0.12
USD foil$2.88
EUR€0.07
EUR foil€0.16
MTGO0.03 tix
Rulings (5)
  • If either target is an illegal target when Savage Punch tries to resolve, neither creature will deal or be dealt damage.

    Sep 20, 2014 · Wizards of the Coast
  • Ferocious abilities of instants and sorceries that don’t use the word “instead” will provide an additional effect if you control a creature with power 4 or greater as they resolve.

    Sep 20, 2014 · Wizards of the Coast
  • Assuming the ferocious ability applies, if just the creature you control is an illegal target when Savage Punch tries to resolve, it won’t get +2/+2 until end of turn. If the creature you control is a legal target but the creature you don’t control isn’t, the creature you control will get +2/+2 until end of turn.

    Sep 20, 2014 · Wizards of the Coast
  • Some ferocious abilities that appear on instants and sorceries use the word “instead.” These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.

    Sep 20, 2014 · Wizards of the Coast
  • You can’t cast Savage Punch unless you target both a creature you control and a creature you don’t control.

    Sep 20, 2014 · Wizards of the Coast

Printings (4)

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