KHANS OF TARKIR

Savage Punch

Savage Punch

Savage Punch


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

· Khans of Tarkir (KTK)


Savage Punch


#147 · Common · English · Nonfoil/Foil


Legal Formats

Standard
Pioneer
Modern
Legacy
Vintage
Commander
Oathbreaker
Alchemy
Explorer
Historic
Timeless
Brawl
Pauper
Penny

Variants

Under Construction

Prints


Rulings


2014-09-20 : 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.

2014-09-20 : 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.

2014-09-20 : If either target is an illegal target when Savage Punch tries to resolve, neither creature will deal or be dealt damage.

2014-09-20 : 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.

2014-09-20 : You can’t cast Savage Punch unless you target both a creature you control and a creature you don’t control.

Comments

Under Construction