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Greenbelt RampagerHow it works & interactions with other cards

By the ManaCount desk· 6 min read· Aether Revolt· January 20, 2017
Carte Magic Greenbelt Rampager

Greenbelt Rampager 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

When this creature enters, pay {E}{E} (two energy counters). If you can't, return this creature to its owner's hand and you get {E}.

Complete guide

Greenbelt Rampager is a powerful one-mana Elephant that demands a bit of energy to stay on the battlefield. It is an excellent tool for building up your energy reserves early or deploying a large threat once your engine is running. Because its entrance is tied to a mandatory trigger, understanding how energy counters interact with the stack is key.

Energy Basics and the Trigger

Energy counters ({E}) are a type of counter held by the player, not attached to any permanent. When Greenbelt Rampager enters the battlefield, its ability triggers. You must pay two energy counters if you have them; this is not optional. If you have fewer than two energy counters, you cannot pay the cost, and the second part of the ability resolves instead.

Resolving the Ability

The ability checks your energy total only when it resolves. If you possess {E}{E} or more, you lose two energy counters and the Elephant remains on the battlefield. If you have zero or one {E}, you cannot pay the cost. In this case, you return Greenbelt Rampager to its owner's hand and you gain {E}. This process can be repeated as long as you have the mana to cast it, allowing you to 'farm' energy counters until you have enough to keep the creature in play.

Common Pitfalls

A common mistake is thinking you can choose to return the Elephant to your hand even if you have enough energy. The rules state that if you can pay, you must pay. Additionally, remember that energy is not mana; cards that produce mana 'of any type' cannot produce energy counters. Finally, if the Rampager is destroyed or leaves the battlefield while its trigger is still on the stack, you still check if you can pay {E}{E}. If you can't, you still get {E}, but the instruction to return it to your hand simply does nothing since the card is already gone.

When to Play Greenbelt Rampager

Early in the game, use the Rampager to convert Green mana into energy. By casting and returning it twice, you build up the two energy required to let it stay on the third cast. Later in the game, it serves as a high-stature blocker or attacker for just one mana, provided your other energy producers have paved the way.

Interaction examples

Building Energy from Scratch

You tap Llanowar Elves for {G} and cast Greenbelt Rampager. It enters, and the trigger goes on the stack. Since you have zero energy, you can't pay {E}{E}. You return the Rampager to your hand and get {E}. If you have another {G} available, you can repeat this to reach {E}{E}.

The Mandatory Payment

If you have {E}{E} stored in your Energy Reserve, you must pay them when Greenbelt Rampager enters. You cannot choose to take the extra {E} and return the creature to your hand to save it from a board wipe or to trigger 'enters the battlefield' effects again.

Mana vs. Energy

You tap Birds of Paradise for {G} to cast the Elephant. Note that Birds of Paradise cannot produce {E}. If you need energy to keep the Elephant on the board, you must rely on the Rampager's own 'fail' effect or other specific energy-producing cards.

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

How it works : Greenbelt Rampager

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    {E} is the energy symbol. It represents one energy counter.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If you have {E}{E}, you have to pay it, even if you don't want to.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If you have only one {E}, you can't pay it even if you want to.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Greenbelt Rampager
+Primal Prayers
#1

Greenbelt Rampager + Primal Prayers

Infinite creature ETBInfinite creature LTBInfinite storm count
  1. 1Cast Greenbelt Ramager by paying {E} if able, or {G} otherwise.
  2. 2When Greenbelt Ramager enters the battlefield, it triggers, returning it from the battlefield to your hand, and causing you to get {E}.
  3. 3Repeat.
Greenbelt Rampager
+Servant of the Conduit
+Intruder Alarm
#2

Greenbelt Rampager + Servant of the Conduit + Intruder Alarm

Infinite creature ETBInfinite creature LTBInfinite mana creatures you control can produceInfinite storm count
  1. 1Activate Servant of the Conduit by paying {E} and tapping it, adding {G}.
  2. 2Cast Greenbelt Rampager by paying {G}.
  3. 3Greenbelt Rampager enters the battlefield, triggering itself and Intruder Alarm.
  4. 4Resolve the Greenbelt Rampager trigger, returning it from the battlefield to your hand and causing you to get {E}.
  5. 5Resolve the Intruder Alarm trigger, untapping all creatures.
  6. 6Repeat.
Defiler of Vigor
+Spike Feeder
+Greenbelt Rampager
+Aetherwind Basker
#3

Defiler of Vigor + Spike Feeder + Greenbelt Rampager + Aetherwind Basker

Infinite +1/+1 counters on most creatures you controlInfinite creature ETBInfinite creature LTBInfinitely large creature until end of turn
  1. 1Cast Greenbelt Rampager by paying 2 life.
  2. 2Defiler of Vigor triggers, putting a +1/+1 counter on each creature you control.
  3. 3Activate Spike Feeder's second ability by removing a +1/+1 counter from it, causing you to gain two life.
  4. 4Greenbelt Rampager enters the battlefield, returning itself from the battlefield to your hand and causing you to get {E}.
  5. 5Activate Aetherwind Basker by paying {E}, giving it +1/+1 until end of turn.
  6. 6Repeat.
Greenbelt Rampager
+Aether Hub
+Intruder Alarm
+Krosan Restorer
#4

Greenbelt Rampager + Aether Hub + Intruder Alarm + Krosan Restorer

Infinite creature ETBInfinite creature LTBInfinite mana creatures you control can produceInfinite mana lands you control can produce
  1. 1Activate Aether Hub by paying {E} and tapping it, adding {G}.
  2. 2Activate two other mana-producing lands you control, adding at least {2}.
  3. 3Activate Krosan Restorer by tapping it, untapping Aether Hub and two other lands you control.
  4. 4Cast Greenbelt Rampager by paying {G}.
  5. 5Greenbelt Rampager enters the battlefield, triggering itself and Intruder Alarm.
  6. 6Resolve the Greenbelt Rampager trigger, returning it from the battlefield to your hand and causing you to get {E}.
  7. 7Resolve the Intruder Alarm trigger, untapping all creatures.
  8. 8Repeat.
Defiler of Vigor
+Spike Feeder
+Greenbelt Rampager
+Aethersphere Harvester
#5

Defiler of Vigor + Spike Feeder + Greenbelt Rampager + Aethersphere Harvester

Infinite +1/+1 counters on most creatures you controlInfinite creature ETBInfinite creature LTBInfinite storm count
  1. 1Cast Greenbelt Rampager by paying 2 life.
  2. 2Defiler of Vigor triggers, putting a +1/+1 counter on each creature you control.
  3. 3Activate Spike Feeder's second ability by removing a +1/+1 counter from it, causing you to gain two life.
  4. 4Greenbelt Rampager enters the battlefield, returning itself from the battlefield to your hand and causing you to get {E}.
  5. 5Activate Aethersphere Harvester by paying {E}, giving it lifelink until end of turn.
  6. 6Repeat.
Greenbelt Rampager
+Aether Hub
+Intruder Alarm
+Voyaging Satyr
#6

Greenbelt Rampager + Aether Hub + Intruder Alarm + Voyaging Satyr

Infinite creature ETBInfinite creature LTBInfinite mana creatures you control can produceInfinite storm count
  1. 1Activate Aether Hub by paying {E} and tapping it, adding {G}.
  2. 2Activate Voyaging Satyr by tapping it, untapping Aether Hub.
  3. 3Cast Greenbelt Rampager by paying {G}.
  4. 4Greenbelt Rampager enters the battlefield, triggering itself and Intruder Alarm.
  5. 5Resolve the Greenbelt Rampager trigger, returning it from the battlefield to your hand and causing you to get {E}.
  6. 6Resolve the Intruder Alarm trigger, untapping all creatures.
  7. 7Repeat.
Defiler of Vigor
+Spike Feeder
+Greenbelt Rampager
+Multiform Wonder
#7

Defiler of Vigor + Spike Feeder + Greenbelt Rampager + Multiform Wonder

Infinite +1/+1 counters on most creatures you controlInfinite creature ETBInfinite creature LTBInfinite storm count
  1. 1Cast Greenbelt Rampager by paying 2 life.
  2. 2Defiler of Vigor triggers, putting a +1/+1 counter on each creature you control.
  3. 3Activate Spike Feeder's second ability by removing a +1/+1 counter from it, causing you to gain two life.
  4. 4Greenbelt Rampager enters the battlefield, returning itself from the battlefield to your hand and causing you to get {E}.
  5. 5Activate Multiform Wonder's first ability by paying {E}, giving it lifelink until end of turn.
  6. 6Repeat.
Greenbelt Rampager
+Aether Hub
+Intruder Alarm
+Blossom Dryad
#8

Greenbelt Rampager + Aether Hub + Intruder Alarm + Blossom Dryad

Infinite creature ETBInfinite creature LTBInfinite mana creatures you control can produceInfinite storm count
  1. 1Activate Aether Hub by paying {E} and tapping it, adding {G}.
  2. 2Activate Blossom Dryad by tapping it, untapping Aether Hub.
  3. 3Cast Greenbelt Rampager by paying {G}.
  4. 4Greenbelt Rampager enters the battlefield, triggering itself and Intruder Alarm.
  5. 5Resolve the Greenbelt Rampager trigger, returning it from the battlefield to your hand and causing you to get {E}.
  6. 6Resolve the Intruder Alarm trigger, untapping all creatures.
  7. 7Repeat.

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03

Legal formats

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