Anzrag, the Quake-Mole 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
Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.: Anzrag must be blocked each combat this turn if able.
Complete guide
Anzrag, the Quake-Mole is a massive Legendary Creature that turns every block into an opportunity for more destruction. This Mole God punishes opponents for standing in its way by granting you additional combat phases and untapping your entire army.
Seismic Triggers
Anzrag has a triggered ability that goes on the stack the moment it becomes blocked. It doesn't matter if one creature blocks it or five; the ability triggers once per combat. When this resolves, two things happen: every creature you control untaps, and a new combat phase is scheduled to occur immediately after the current phase ends.
Forced Confrontations
By spending seven mana, you can activate Anzrag's activated ability to ensure it must be blocked if able. This requirement only needs one creature to fulfill it. If your opponent has multiple creatures, they can choose which one blocks the Mole God. If their creatures are tapped or otherwise unable to block, the requirement is ignored.
Timing and Resolution
The additional combat phase is added right after the current phase, meaning you finish the current combat (including dealing damage) before starting the next one. Because Anzrag untaps all your creatures during the first combat, your support creatures—like those that entered earlier—will be ready to attack again or use tap abilities in the subsequent phases.
Strategic Nuances
A common mistake is thinking the activated ability forces a block if there is a cost involved, such as paying mana. If an opponent must pay to block, they can simply choose not to pay, and Anzrag will go unblocked. Also, remember that Anzrag can trigger multiple times in a single turn if it is blocked in those additional combats, leading to an infinite chain of attacks if the opponent cannot stop it.
Interaction examples
You attack with Anzrag, and your opponent blocks with a high-toughness creature. Anzrag's ability triggers, untapping it and adding a second combat. In that second combat, you attack again. If they block again, a third combat is added. This continues as long as Anzrag survives and the opponent chooses to (or is forced to) block.
You attack with both Anzrag and Solemn Simulacrum. The opponent blocks Anzrag. The trigger untaps both creatures. After the current combat, you get a new one. You can now attack with Solemn Simulacrum again in the extra phase, potentially dealing more damage or setting it up to die and trigger its draw ability later.
After you have cast Eternal Witness to return a card to your hand, it remains on the battlefield. You attack with Anzrag, and it becomes blocked. The trigger untaps Eternal Witness. While Eternal Witness doesn't have a tap ability itself, it is now untapped and ready to act as a blocker during your opponent's next turn, or to participate in the additional combat phase provided by Anzrag.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Anzrag, the Quake-Mole
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If multiple creatures block Anzrag, the Quake-Mole, its first ability still triggers only once.
No other card is named in this ruling.
- #2· Wizards of the Coast
Anzrag, the Quake-Mole's first ability may trigger multiple times in the same turn. Each time it resolves, you create an additional combat phase.
No other card is named in this ruling.
- #3· Wizards of the Coast
If you activate Anzrag, the Quake-Mole's last ability, only one creature is required to block it each combat this turn. Other creatures may also block it and are free to block other creatures or not block at all.
No other card is named in this ruling.
- #4· Wizards of the Coast
If you activate Anzrag, the Quake-Mole's last ability, but each creature the defending player controls can't block for any reason, Anzrag isn't blocked. If there's a cost associated with blocking Anzrag, the defending player isn't forced to pay that cost, so it doesn't have to be blocked in that case either.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Anzrag, the Quake-Mole + Anara, Wolvid Familiar
- 1Activate Anzrag by paying
, causing opponents to block Anzrag if able this turn.
- 2Declare Anzrag as an attacker, attacking an opponent who controls a creature.
- 3The opponent is forced to block Anzrag, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
- 4Any combat damage dealt to Anzrag will not kill it due to Anara giving it indestructible.
- 5Repeat from step 3 each combat phase.
Anzrag, the Quake-Mole + Last Night Together
- 1Activate Anzrag by paying
, causing opponents to block Anzrag if able this turn.
- 2Cast Last Night Together by paying
, targeting Anzrag and an opposing creature.
- 3Declare Anzrag as an attacker, attacking the opponent who controls the creature targeted in step 2.
- 4The opponent is forced to block Anzrag, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
- 5Deal combat damage to the opposing creature, with Anzrag not being destroyed to its indestructible ability, and the creature targeted in step 2 also not being destroyed if it blocked Anzrag.
- 6Repeat from step 3 each combat phase.
Anzrag, the Quake-Mole + Darksteel Mutation
- 1Activate Anzrag by paying
, causing opponents to block Anzrag if able this turn.
- 2Cast Darksteel Mutation for
targeting the only creature an opponent controls.
- 3Resolve Darksteel Mutation, turning the enchanted creature into a 0/1 Insect artifact creature with indestructible.
- 4Declare Anzrag as an attacker, attacking the opponent who controls the enchanted creature.
- 5The opponent is forced to block Anzrag with the enchanted creature, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
- 6Repeat from step 4.
Anzrag, the Quake-Mole + Obscuring Haze + Forbidden Orchard + Voyaging Satyr
- 1Activate Anzrag by paying
, causing opponents to block Anzrag if able this turn.
- 2Cast Obscuring Haze by paying
if you control a commander, or
otherwise, preventing all combat damage that would be dealt by opposing creatures this turn.
- 3Declare Anzrag as an attacker, attacking any opponent.
- 4If the opponent does not control a creature, activate Forbidden Orchard by tapping it, adding one mana of any color.
- 5If Forbidden Orchard was activated, it triggers, causing the defending opponent to create a 1/1 Spirit creature token.
- 6If Forbidden Orchard was activated, activate Voyaging Satyr by tapping it, untapping Forbidden Orchard.
- 7The opponent is forced to block Anzrag, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
- 8Any combat damage that would be dealt to Anzrag is prevented by Obscuring Haze.
Anzrag, the Quake-Mole + Obscuring Haze + Forbidden Orchard + Portent Tracker
- 1Activate Anzrag by paying
, causing opponents to block Anzrag if able this turn.
- 2Cast Obscuring Haze by paying
if you control a commander, or
otherwise, preventing all combat damage that would be dealt by opposing creatures this turn.
- 3Declare Anzrag as an attacker, attacking any opponent.
- 4If the opponent does not control a creature, activate Forbidden Orchard by tapping it, adding one mana of any color.
- 5If Forbidden Orchard was activated, it triggers, causing the defending opponent to create a 1/1 Spirit creature token.
- 6If Forbidden Orchard was activated, activate Portent Tracker by tapping it, untapping Forbidden Orchard.
- 7The opponent is forced to block Anzrag, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
- 8Any combat damage that would be dealt to Anzrag is prevented by Obscuring Haze.
Anzrag, the Quake-Mole + Obscuring Haze + Forbidden Orchard + Krosan Restorer
- 1Activate Anzrag by paying
, causing opponents to block Anzrag if able this turn.
- 2Cast Obscuring Haze by paying
if you control a commander, or
otherwise, preventing all combat damage that would be dealt by opposing creatures this turn.
- 3Declare Anzrag as an attacker, attacking any opponent.
- 4If the opponent does not control a creature, activate Forbidden Orchard by tapping it, adding one mana of any color.
- 5If Forbidden Orchard was activated, it triggers, causing the defending opponent to create a 1/1 Spirit creature token.
- 6If Forbidden Orchard was activated, activate Krosan Restorer by tapping it, untapping Forbidden Orchard.
- 7The opponent is forced to block Anzrag, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
- 8Any combat damage that would be dealt to Anzrag is prevented by Obscuring Haze.
Anzrag, the Quake-Mole + Obscuring Haze + Forbidden Orchard + Blossom Dryad
- 1Activate Anzrag by paying
, causing opponents to block Anzrag if able this turn.
- 2Cast Obscuring Haze by paying
if you control a commander, or
otherwise, preventing all combat damage that would be dealt by opposing creatures this turn.
- 3Declare Anzrag as an attacker, attacking any opponent.
- 4If the opponent does not control a creature, activate Forbidden Orchard by tapping it, adding one mana of any color.
- 5If Forbidden Orchard was activated, it triggers, causing the defending opponent to create a 1/1 Spirit creature token.
- 6If Forbidden Orchard was activated, activate Blossom Dryad by tapping it, untapping Forbidden Orchard.
- 7The opponent is forced to block Anzrag, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
- 8Any combat damage that would be dealt to Anzrag is prevented by Obscuring Haze.
Anzrag, the Quake-Mole + Obscuring Haze + Forbidden Orchard + Argothian Elder
- 1Activate Anzrag by paying
, causing opponents to block Anzrag if able this turn.
- 2Cast Obscuring Haze by paying
if you control a commander, or
otherwise, preventing all combat damage that would be dealt by opposing creatures this turn.
- 3Declare Anzrag as an attacker, attacking any opponent.
- 4If the opponent does not control a creature, activate Forbidden Orchard by tapping it, adding one mana of any color.
- 5If Forbidden Orchard was activated, it triggers, causing the defending opponent to create a 1/1 Spirit creature token.
- 6If Forbidden Orchard was activated, activate Argothian Elder by tapping it, untapping Forbidden Orchard.
- 7The opponent is forced to block Anzrag, triggering Anzrag, untapping all creatures you control and causing you to get an additional combat phase after this one.
- 8Any combat damage that would be dealt to Anzrag is prevented by Obscuring Haze.
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