Antler Skulkin is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
: Target white creature gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
How it works : Antler Skulkin
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner’s graveyard for having 0 or less toughness, persist won’t trigger and the card won’t return to the battlefield. That’s because persist checks the creature’s existence just before it leaves the battlefield, and it still has all those counters on it at that point.
No other card is named in this ruling.
- #2· Wizards of the Coast
When a permanent with persist returns to the battlefield, it’s a new object with no memory of or connection to its previous existence.
No other card is named in this ruling.
- #3· Wizards of the Coast
If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player’s persist creatures will return to the battlefield first, then the active player’s persist creatures do the same. The creatures return to the battlefield one at a time.
No other card is named in this ruling.
- #4· Wizards of the Coast
If a creature with persist stops being a creature, persist will still work.
No other card is named in this ruling.
- #5· Wizards of the Coast
The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
No other card is named in this ruling.
- #6· Wizards of the Coast
If a permanent has multiple instances of persist, they’ll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
No other card is named in this ruling.
- #7· Wizards of the Coast
If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can’t return to the battlefield.
No other card is named in this ruling.
- #8· Wizards of the Coast
If a creature has multiple instances of persist, the result is largely the same as having just one instance of persist. When the creature is put into a graveyard, each persist ability will trigger. The first one to resolve will return the creature to the battlefield with a -1/-1 counter on it. The rest will do nothing.
No other card is named in this ruling.
- #9· Wizards of the Coast
If a nontoken creature that gains persist this way is put into a graveyard, that card will be returned to the battlefield with a -1/-1 counter on it. However, because it’s a new object with no relation to its previous existence, that permanent will not have persist.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Antler Skulkin + Cathars' Crusade + Ashnod's Altar
- 1Activate Antler Skulkin by paying
, giving the nontoken white creature persist until end of turn.
- 2Activate Ashnod's Altar by sacrificing the white creature, adding
.
- 3The creature dies, triggering its persist ability, returining it from your graveyard to the battlefield with a -1/-1 counter on it.
- 4The creature enters the battlefield, triggering Cathars' Crusade, putting a +1/+1 counter on each creature you control.
- 5Repeat.
Antler Skulkin + Ashnod's Altar + Arcbound Prototype
- 1Activate Antler Skulkin by paying
, giving Arcbound Prototype persist until end of turn.
- 2Activate Ashnod's Altar by sacrificing Arcbound Prototype, adding
.
- 3When Arcbound Prototype dies, its modular and persist abilities trigger.
- 4Resolve the modular trigger, putting all +1/+1 counters on Arcbound Prototype onto another artifact creature you control.
- 5Resolve the persist trigger, returning Arcbound Prototype from your graveyard to the battlefield with one +1/+1 counter on it due to its modular ability.
- 6Repeat.
Antler Skulkin + Solemnity + Ashnod's Altar
- 1Activate Antler Skulkin by paying
, giving a white creature you control persist until end of turn.
- 2Activate Ashnod's Altar by sacrificing the white creature, adding
.
- 3When the creature dies, its persist ability triggers, returning itself from your graveyard to the battlefield with no -1/-1 counters on it due to Solemnity.
- 4Repeat.
Mikaeus, the Unhallowed + Antler Skulkin + Ashnod's Altar
- 1Activate Ashnod's Altar by sacrificing the nontoken, non-Human white creature, adding
.
- 2When the creature dies, its undying ability triggers, returning it to the battlefield from your graveyard with a +1/+1 counter on it.
- 3Activate Antler Skulkin by paying
, giving the creature persist until end of turn.
- 4Activate Ashnod's Altar by sacrificing the creature, adding
.
- 5When the creature dies, its persist ability triggers, returning it to the battlefield from your graveyard with a -1/-1 counter on it.
- 6Repeat.
Mikaeus, the Unhallowed + Antler Skulkin + Phyrexian Altar
- 1Activate Phyrexian Altar by sacrificing the nontoken, non-Human white creature, adding
.
- 2When the creature dies, its undying ability triggers, returning it to the battlefield from your graveyard with a +1/+1 counter on it.
- 3Activate Antler Skulkin by paying
, giving the creature persist until end of turn.
- 4Activate Phyrexian Altar by sacrificing the creature, adding
.
- 5When the creature dies, its persist ability triggers, returning it to the battlefield from your graveyard with a -1/-1 counter on it.
- 6Repeat.
Melira, Sylvok Outcast + Antler Skulkin + Ashnod's Altar
- 1Activate Antler Skulkin by paying
, giving a white creature you control persist until end of turn.
- 2Activate Ashnod's Altar by sacrificing the white creature, adding
.
- 3When the creature dies, its persist ability triggers, returning itself from your graveyard to the battlefield with no -1/-1 counters on it due to Melira.
- 4Repeat.
Antler Skulkin + Krark-Clan Ironworks + Arcbound Prototype
- 1Activate Antler Skulkin by paying
, giving Arcbound Prototype persist until end of turn.
- 2Activate Krark-Clan Ironworks by sacrificing Arcbound Prototype, adding
.
- 3When Arcbound Prototype dies, its modular and persist abilities trigger.
- 4Resolve the modular trigger, putting all +1/+1 counters on Arcbound Prototype onto another artifact creature you control.
- 5Resolve the persist trigger, returning Arcbound Prototype from your graveyard to the battlefield with one +1/+1 counter on it due to its modular ability.
- 6Repeat.
Antler Skulkin + Krark-Clan Ironworks + Arcbound Shikari
- 1Activate Antler Skulkin by paying
, giving Arcbound Shikari persist until end of turn.
- 2Activate Krark-Clan Ironworks by sacrificing Arcbound Shikari, adding
.
- 3When Arcbound Shikari dies, its modular and persist abilities trigger.
- 4Resolve the modular trigger, putting all +1/+1 counters on Arcbound Shikari onto another artifact creature you control.
- 5Resolve the persist trigger, returning Arcbound Shikari from your graveyard to the battlefield with one +1/+1 counter on it due to its modular ability.
- 6When Arcbound Shikari enters the battlefield, it triggers, putting a +1/+1 counter on each other artifact creature you control.
- 7Repeat.
Legal formats
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Meta decks with Antler Skulkin
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