Savage Punch
Sorcery
Artist:
Wesley BurtShare:
Text:
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.
Rulings:
- 9/20/2014 You can’t cast Savage Punch unless you target both a creature you control and a creature you don’t control.
- 9/20/2014 If either target is an illegal target when Savage Punch tries to resolve, neither creature will deal or be dealt damage.
- 9/20/2014 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.
- 9/20/2014 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.
- 9/20/2014 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.
Legality:
- standard: Not legal
- future: Not legal
- frontier: Legal
- modern: Legal
- legacy: Legal
- pauper: Legal
- vintage: Legal
- penny: Legal
- commander: Legal
- duel: Legal
- oldschool: Not legal
Sets:
- Khans of Tarkir #147 (common)