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Grabby Giant // That's MineHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Wilds of Eldraine· September 8, 2023
Carte Magic Grabby Giant // That's Mine

Grabby Giant // That's Mine 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.

01

Official card text

Reach {2}{R}, Sacrifice an artifact or land: Draw a card. Create a Treasure token. (Then exile this card. You may cast the creature later from exile.)

Complete guide

Grabby Giant is a versatile red creature that offers utility in both the early and late game. By utilizing the Adventure mechanic, this card allows you to secure resources early as an Instant before returning later as a sturdy blocker and draw engine.

What it does

Grabby Giant is an adventurer card with two distinct halves. The creature side is a 4/5 Giant with Reach and an activated ability that lets you pay 3 mana and sacrifice a land or artifact to draw a card. The Adventure side, 'That's Mine', is a 2-mana Instant that creates a Treasure token. While in your hand, library, or graveyard, it is treated only as a creature card unless you are specifically casting the Adventure spell.

How it resolves step by step

First, you cast 'That's Mine' for its mana cost. Upon resolution, you create a Treasure token and exile the card instead of putting it into the graveyard. While in exile, you have permission to cast the Grabby Giant creature spell. If you cast the creature side directly from your hand, it enters the battlefield normally, but you lose the opportunity to cast the Adventure portion later. If the Adventure spell is countered, it goes to the graveyard and you cannot cast the creature from exile.

Common Mistakes

A common error is trying to interact with the Adventure half while the card is in the graveyard; for example, you cannot return 'That's Mine' to your hand with effects that target Instant cards because the card is a creature in the graveyard. Additionally, if Grabby Giant is exiled by an opponent's spell (like a removal effect), you cannot cast it later; the permission to cast it from exile only applies if it exiled itself as part of the Adventure's resolution.

When to play it

Cast 'That's Mine' early when you need to fix your mana or ramp into a five-drop. Once in exile, Grabby Giant can be cast to stabilize the board against flying threats. In the late game, use its activated ability to trade redundant lands or used Treasures for fresh cards, ensuring you never run out of gas.

Interaction examples

Self-Sustaining Draw

You cast 'That's Mine' to create a Treasure token. Later, you cast Grabby Giant from exile. You can then use the Treasure token created earlier to pay for part of Grabby Giant's activated ability, sacrificing the Treasure to draw a card.

Value Sacrifice

With Grabby Giant on the battlefield, you cast Solemn Simulacrum to fetch a land. Once the Golem is on the board, you can activate Grabby Giant's ability, sacrificing the Golem. You will draw one card from the Golem's own death trigger and a second card from Grabby Giant's activated ability.

Reach and Defense

If you control Roaming Throne and chose 'Giant' as the creature type, Grabby Giant's Reach remains a static ability and is unaffected. However, note that Grabby Giant's card-draw ability is an activated ability, not a triggered ability, so Roaming Throne will not cause you to draw extra cards from the sacrifice.

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

How it works : Grabby Giant // That's Mine

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it’s in your graveyard, Questing Druid is a green creature card whose mana value is 2. It can’t be the target of Tenacious Tomeseeker’s triggered ability (“return target instant or sorcery card from your graveyard to your hand”).

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card’s normal characteristics. The spell’s color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell. For example, if you control Johann, Apprentice Sorcerer (“Once each turn, you may cast an instant or sorcery spell from the top of your library.”) and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner’s graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won’t be exiled and the spell’s controller won’t be able to cast it as a permanent later.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won’t give you permission to cast it as a permanent spell.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you’ll be able to cast it only during your main phase while the stack is empty.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it’s not possible to cast the copy as a permanent.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    An effect may refer to a card, spell, or permanent that “has an Adventure.” This refers to a card, spell, or permanent that has an adventurer card’s set of alternative characteristics, even if they’re not being used and even if that card was never cast as an Adventure.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If an effect refers to a card, spell, or permanent that has an Adventure, it won’t find an instant or sorcery spell on the stack that’s been cast as an Adventure.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it’s a token) or cease to be a copy (if it’s a nontoken permanent), and so you won’t be able to cast it as an Adventure.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    Casting a card as an Adventure isn’t casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlpaupercommanderduel
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