Wild Instincts (Magic Origins)
Wild Instincts back
Click to flip the card
Wild Instincts

Sorcery

Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
English flag
Spanish flag
French flag
German flag
Italian flag
Portuguese flag
Japanese flag
_alt_flag_ru
Chinese flag
Chinese flag
standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

You must target both a creature you control and a creature an opponent controls to cast Wild Instincts.
If the creature an opponent controls is an illegal target as Wild Instincts tries to resolve, but the creature you control is still a legal target, the creature you control will get +2/+2, but the creatures won’t fight. Neither creature will deal or be dealt damage during the resolution of Wild Instincts.
You must target both a creature you control and a creature an opponent controls to cast Wild Instincts.
If the creature an opponent controls is an illegal target as Wild Instincts tries to resolve, but the creature you control is still a legal target, the creature you control will get +2/+2, but the creatures won’t fight. Neither creature will deal or be dealt damage during the resolution of Wild Instincts.
Your collection? Your decks?
Want to manage your collection and/or create decks?
Value
0.06€


Related cards

Links
MCT tags