standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
A token is owned by the player under whose control it entered the battlefield.
If you choose the first mode, no creature without flying will be able to block that turn, including creatures that lose flying and creatures without flying that enter the battlefield after Gruul Charm resolves.
If you choose the second mode, Gruul Charm’s effect will override any other control-changing effects on those permanents.
If you choose the first mode, no creature without flying will be able to block that turn, including creatures that lose flying and creatures without flying that enter the battlefield after Gruul Charm resolves.
If you choose the second mode, Gruul Charm’s effect will override any other control-changing effects on those permanents.
Rulings
A token is owned by the player under whose control it entered the battlefield.
If you choose the first mode, no creature without flying will be able to block that turn, including creatures that lose flying and creatures without flying that enter the battlefield after Gruul Charm resolves.
If you choose the second mode, Gruul Charm’s effect will override any other control-changing effects on those permanents.
If you choose the first mode, no creature without flying will be able to block that turn, including creatures that lose flying and creatures without flying that enter the battlefield after Gruul Charm resolves.
If you choose the second mode, Gruul Charm’s effect will override any other control-changing effects on those permanents.
Your collection? Your decks?
Want to manage your collection and/or create decks?