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Rules guide · Instant // Land

Hagra Mauling // Hagra BroodpitHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Zendikar Rising· September 25, 2020
Carte Magic Hagra Mauling // Hagra Broodpit

Hagra Mauling // Hagra Broodpit 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

This spell costs {1} less to cast if an opponent controls no basic lands. Destroy target creature. This land enters tapped. {T}: Add {B}.

Complete guide

Hagra Mauling is a versatile modal double-faced card that offers both removal and mana stability. Whether you need to eliminate a threat or make your land drop, this card ensures you are never stuck with a dead draw.

The Power of Modality

Hagra Mauling is an instant that destroys a creature, but its back face, Hagra Broodpit, is a land that produces black mana. In your hand, you choose which side to play. If you cast the spell, it normally costs four mana, but it becomes cheaper if an opponent lacks basic lands. If you play it as a land, it enters the battlefield tapped.

Step-by-Step Resolution

When you cast Hagra Mauling, first choose a target creature. Check if any opponent controls no basic lands; if so, reduce the cost by one generic mana. Once the spell resolves, the target creature is destroyed and the card is placed in your graveyard. If you play Hagra Broodpit, it does not use the stack and simply enters the battlefield tapped as your land for the turn.

Common Mistakes

A common error is trying to play the land side using effects that only allow you to 'cast' spells; you can only play Hagra Broodpit if an effect specifically says you may 'play' a card or a land. Additionally, remember that while this card is in your library or graveyard, it only has the characteristics of the front face (Hagra Mauling), meaning it is a nonland card with a mana value of 4.

When to Play It

Hold onto Hagra Mauling when you anticipate a high-priority threat from your opponent, especially if they are playing a greedy mana base without basic lands. Use the Hagra Broodpit side early in the game if you are short on mana, as hitting your land drops is often more important than holding onto a single-target removal spell.

Interaction examples

Efficient Removal

If your opponent controls only nonbasic lands like dual lands or utility lands, Hagra Mauling costs only 2B to cast. You target their best creature and destroy it for a discounted price.

Versatility Comparison

While Hagra Mauling specifically targets creatures and can have a reduced cost, Fell the Profane offers the flexibility to hit planeswalkers and can enter the battlefield untapped for a life payment. Both cards serve the dual purpose of being a spell in the late game or a land early on.

Alternative Casting Costs

If you have your commander out, you might prefer to cast Deadly Rollick for free to exile a creature. However, if you need a land instead, you can play Hagra Broodpit, a choice you don't have with a standard instant like Deadly Rollick.

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

How it works : Hagra Mauling // Hagra Broodpit

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Hagra Mauling's first ability reduces the cost by only {1}, even if you have two opponents with no basic lands. It reduces the cost even if some opponents control basic lands, as long as one controls no basic lands.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The opponent who controls no basic lands doesn't have to be the controller of the target creature for Hagra Mauling's cost to be reduced.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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