Arcbound Stinger 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
Flying Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Complete guide
Arcbound Stinger is a classic piece of artifact synergy that brings efficient evasion and resilience to your board. As part of the iconic modular family, it ensures that even after it falls in battle, its strength is never truly lost. This small Insect is a building block for aggressive artifact decks looking to maintain momentum.
Understanding Modular 1
Arcbound Stinger features two distinct abilities. First, it has Flying, making it an excellent early-game attacker. Second, it has Modular 1, which functions as both a static ability and a triggered ability. It enters the battlefield with a +1/+1 counter already on it, and when it dies, you can transfer its power to another metallic ally.
Transferring Counters Step-by-Step
When Arcbound Stinger leaves the battlefield and is put into your graveyard, its modular ability triggers. First, you choose a legal target for the ability, which must be an 'artifact creature'. If the ability resolves, you check how many +1/+1 counters were on the Stinger the last moment it was on the battlefield. You then place that exact number of +1/+1 counters onto the target creature.
Common Pitfalls
A common mistake is forgetting that the target must be an artifact creature; you cannot move these counters to a non-artifact creature or a non-creature artifact. Additionally, if the Stinger is exiled instead of being put into the graveyard, the modular trigger will not fire. However, if the Stinger dies due to having 0 toughness from -1/-1 counters, the ability still works and counts the +1/+1 counters it had before it was removed.
Strategic Deployment
Use Arcbound Stinger to apply early pressure or as a cheap blocker that preserves its value. It is best played when you have other artifact creatures on board to receive its counters, ensuring that your opponent's removal spells result in a bigger threat elsewhere rather than a total loss of tempo.
Interaction examples
If your Arcbound Stinger is blocked and destroyed while you control Ornithopter of Paradise, you can target the Ornithopter with the modular trigger. The +1/+1 counter moves to the Ornithopter, turning your mana source into a 1/3 flyer that is much harder for your opponent to remove with small attackers.
With Foundry Inspector on the battlefield, Arcbound Stinger costs only {1} to cast. If the Inspector is later targeted by a destruction spell, you can block with the Stinger first. When the Stinger dies, you can move its counter to the Foundry Inspector, potentially saving it from a 'deal 2 damage' effect or making it a more formidable 4/3 attacker.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Arcbound Stinger
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight + Arcbound Stinger
- 1Kill Arcbound Stinger.
- 2When Arcbound Stinger dies, its persist ability triggers, returning Arcbound Stinger from your graveyard to the battlefield. It will have no counters on it due to its modular ability.
- 3Arcbound Stinger dies as a state-based action due to having 0 toughness
- 4Repeat from step 2.
Fortune Teller's Talent + Arcbound Reclaimer + Arcbound Stinger + Arcbound Ravager
- 1Activate Arcbound Ravager by sacrificing Arcbound Stinger.
- 2When Arcbound Stinger dies, its modular ability triggers, putting its +1/+1 counters on Arcbound Reclaimer.
- 3Resolve the Arcbound Ravager ability.
- 4Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Arcbound Stinger from your graveyard onto the top of your library.
- 5Cast Arcbound Stinger from the top of your library by paying
due to Fortune Teller's Talent.
- 6Repeat.
Fortune Teller's Talent + Arcbound Reclaimer + Arcbound Stinger + Krark-Clan Ironworks
- 1Activate Krark-Clan Ironworks by sacrificing Arcbound Stinger.
- 2When Arcbound Stinger dies, its modular ability triggers, putting its +1/+1 counters on Arcbound Reclaimer.
- 3Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Arcbound Stinger from your graveyard onto the top of your library.
- 4Cast Arcbound Stinger from the top of your library by paying
due to Fortune Teller's Talent.
- 5Repeat.
Fortune Teller's Talent + Arcbound Reclaimer + Arcbound Stinger + Ashnod's Altar
- 1Activate Ashnod's Altar by sacrificing Arcbound Stinger.
- 2When Arcbound Stinger dies, its modular ability triggers, putting its +1/+1 counters on Arcbound Reclaimer.
- 3Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Arcbound Stinger from your graveyard onto the top of your library.
- 4Cast Arcbound Stinger from the top of your library by paying
due to Fortune Teller's Talent.
- 5Repeat.
Fortune Teller's Talent + Arcbound Reclaimer + Arcbound Stinger + Grinding Station
- 1Activate Grinding Station by tapping it and sacrificing Arcbound Stinger.
- 2When Arcbound Stinger dies, its modular ability triggers, putting its +1/+1 counters on Arcbound Reclaimer.
- 3Resolve the Grinding Station ability.
- 4Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Arcbound Stinger from your graveyard onto the top of your library.
- 5Cast Arcbound Stinger from the top of your library by paying
due to Fortune Teller's Talent.
- 6When Arcbound Stinger enters, Grinding Station triggers, untapping Grinding Station.
- 7Repeat.
Fortune Teller's Talent + Arcbound Reclaimer + Arcbound Stinger + Blasting Station
- 1Activate Blasting Station by tapping it and sacrificing Arcbound Stinger.
- 2When Arcbound Stinger dies, its modular ability triggers, putting its +1/+1 counters on Arcbound Reclaimer.
- 3Resolve the Blasting Station ability.
- 4Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Arcbound Stinger from your graveyard onto the top of your library.
- 5Cast Arcbound Stinger from the top of your library by paying
due to Fortune Teller's Talent.
- 6When Arcbound Stinger enters, Blasting Station triggers, untapping Blasting Station.
- 7Repeat.
Fortune Teller's Talent + Arcbound Reclaimer + Arcbound Stinger + Altar of Dementia
- 1Activate Altar of Dementia by sacrificing Arcbound Stinger.
- 2When Arcbound Stinger dies, its modular ability triggers, putting its +1/+1 counters on Arcbound Reclaimer.
- 3Resolve the Altar of Dementia ability.
- 4Activate Arcbound Reclaimer by removing a +1/+1 counter from it, putting Arcbound Stinger from your graveyard onto the top of your library.
- 5Cast Arcbound Stinger from the top of your library by paying
due to Fortune Teller's Talent.
- 6Repeat.
Urza, Lord High Artificer + Deadeye Navigator + The Ooze + Arcbound Stinger
- 1Activate Arcbound Stinger by paying
, blinking it.
- 2Arcbound Stinger leaves and reenters the battlefield, causing it to enter with a +1/+1 counter due to its modular ability, and triggering The Ooze and Deadeye Navigator's soulbond ability.
- 3Resolve Deadeye Navigator's trigger, repairing it and Arcbound Stinger
- 4Resolve The Ooze's trigger, creating a Mutagen token for each +1/+1 counter that was on Arcbound Stinger when it left the battlefield.
- 5Activate Urza's first ability twice by tapping Arcbound Stinger and a Mutagen, adding
.
- 6Repeat.
Legal formats
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Meta decks with Arcbound Stinger
No archived Top 8 deck with this card yet.



Ornithopter of Paradise
Foundry Inspector









