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
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Legal
- Explorer
- Legal
- Modern
- Legal
- Historic
- Legal
- Legacy
- Legal
- Brawl
- Legal
- Vintage
- Legal
- Timeless
- Legal
- Commander
- Legal
- Pauper
- Legal
- Oathbreaker
- Legal
- Penny
- Not Legal
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Notes and Rules Information for Savage Punch:
- You can’t cast Savage Punch unless you target both a creature you control and a creature you don’t control. (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)
- 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)
- 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)
- 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)