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Fetid ImpHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Core Set 2021· July 3, 2020
Carte Magic Fetid Imp

Fetid Imp 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.

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Official card text

Flying {B}: This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)

Complete guide

Fetid Imp is a versatile common that provides an early defensive or offensive flying presence for black decks. By utilizing its activated ability, this tiny Imp becomes a lethal threat that can take down the largest creatures on the battlefield. Understanding when to pay for its deathtouch is key to mastering its defensive utility.

Lethal Maneuvers

Fetid Imp is a 1/2 creature with Flying and a built-in activated ability. For one black mana ({B}), it gains deathtouch until the end of the turn. This means that even the single point of damage it deals is considered 'lethal damage' to any creature it touches, regardless of that creature's toughness.

Step-by-Step Resolution

To use Fetid Imp effectively in combat, follow these steps: First, declare Fetid Imp as an attacker or blocker. Second, before moving to the damage step, pay {B} to activate its ability. The ability goes on the stack and, once it resolves, Fetid Imp gains deathtouch. Finally, during the combat damage step, it deals 1 damage to the opposing creature, which triggers the deathtouch rule to destroy that creature.

Common Mistakes

The most common error is waiting until after damage has been dealt to activate the ability. Once damage is dealt, it is too late to apply deathtouch for that combat phase. Additionally, remember that deathtouch only applies to damage dealt by the creature; if Fetid Imp is destroyed before the damage step, its deathtouch won't matter because it never gets to deal damage.

Strategic Timing

You do not need to activate the ability as soon as you attack or block. Often, it is better to wait and see if your opponent has a response. As long as you activate it during the Declare Blockers step, the Imp will have the keyword in time for the Combat Damage step. This forces your opponent to decide if they want to lose their creature before you even spend your mana.

Interaction examples

The Aerial Sentry

If your opponent attacks with Ornithopter of Paradise, you can block it with Fetid Imp. Since Ornithopter of Paradise also has flying, the block is legal. If you want to ensure the Thopter is destroyed, you can tap a swamp for {B} to give Fetid Imp deathtouch. During damage, Fetid Imp deals 1 damage to the Thopter, destroying it, while the Imp survives because the Thopter has 0 power.

Dying Breath

In a scenario where you block a massive ground creature with Fetid Imp and activate deathtouch, both creatures will likely die. If you have Blood Artist on the battlefield, its triggered ability will see both the Fetid Imp and the opposing creature enter the graveyard. You will then get to target a player to lose 1 life twice, while you gain 2 life total.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Fetid Imp

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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