Claim Jumper 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
Vigilance When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
Complete guide
Claim Jumper is a white utility creature that ensures you never fall behind on your mana base. As a Rabbit Mercenary with Vigilance, it provides a solid defensive body while aggressively catching you up to opponents who have ramped ahead. This card is particularly effective in multiplayer games where land counts can fluctuate wildly.
Understanding the Land Check
Claim Jumper features an intervening 'if' clause. This means the ability checks your land count compared to your opponents at two specific times: when the creature enters the battlefield and when the ability begins to resolve. If you have the same number of lands or more than all your opponents at either moment, the ability will not trigger or will fail to do anything. However, if any single opponent has more lands than you, you are eligible to search.
The Step-by-Step Resolution
When the ability resolves, you first check if any opponent controls more lands than you. If yes, you search your library for a Plains card (it doesn't have to be basic!) and put it onto the battlefield tapped. After that land is placed, the game performs a second check. If an opponent still controls more lands than you, you repeat the search process exactly once more. Finally, you shuffle your library if you searched at least once.
Strategic Timing and Common Mistakes
A common mistake is forgetting that the second check happens immediately after the first land enters. If the first search makes your land count equal to the highest land count among your opponents, you won't get a second land. To maximize value, play Claim Jumper when you are at least two lands behind the lead player. Also, remember that since it searches for a 'Plains card', you can find non-basic lands with the Plains subtype, such as Triomes or Shock lands.
Interaction examples
If you control three lands while one opponent controls four and another controls five, you cast Claim Jumper. Upon resolution, since an opponent has more lands, you find a Plains. Now you have four lands. The second check sees the opponent with five lands still has more than you, so you search for a second Plains, ending with five lands total.
With Roaming Throne on the battlefield naming 'Rabbit', Claim Jumper's ability triggers twice. The first trigger resolves, potentially putting two lands into play if you are far enough behind. Then, the second trigger resolves. Note that the second trigger will only perform its search if you are still behind an opponent after the first trigger has already finished resolving.
Unlike Solemn Simulacrum, which always finds exactly one basic land, Claim Jumper is conditional but higher ceiling. If you use Solemn Simulacrum to reach four lands while an opponent has six, and then play Claim Jumper on a following turn, Claim Jumper can find two Plains cards, effectively jumping you from four to six lands to match the leader.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Claim Jumper
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
For example, say you control three lands, one opponent controls four lands, and another opponent controls five lands. As Claim Jumper's ability resolves, at least one opponent controls more lands than you, so you search for a Plains card and put it onto the battlefield tapped. Now you control four lands, but there's still an opponent who controls more lands than you, so you repeat the process once, searching for another Plains. You end up controlling five lands (two tapped Plains plus your original three, which you probably tapped to cast Claim Jumper in the first place).
No other card is named in this ruling.
- #2· Wizards of the Coast
When Claim Jumper enters the battlefield, its triggered ability will check to see if at least one opponent controls more lands than you. If none do, the ability won't trigger at all. If the ability does trigger, it will check again as it tries to resolve. If there's no longer an opponent that controls more lands than you, the ability won't do anything.
No other card is named in this ruling.
Legal formats
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Meta decks with Claim Jumper
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum