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Head of the HuntHow it works & interactions with other cards

By the ManaCount desk· 2 min read· The Hobbit· August 14, 2026
Carte Magic Head of the Hunt

Head of the Hunt 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

Flash If a creature an opponent controls would die, exile it instead. When you do, create a 2/2 green Wolf creature token.

Complete guide

Head of the Hunt is a powerful black creature that turns your opponent's losses into your gain by replacing death with exile. With its Flash ability, this Wolf can enter the battlefield unexpectedly to disrupt graveyard strategies and build you a pack of tokens instantly. It serves as both a graveyard hate piece and a consistent engine for board presence.

What it Does

Head of the Hunt has a static replacement effect that modifies how an opponent's creature leaves the battlefield. Instead of going to the graveyard when it dies, the creature is moved to the exile zone. This effect effectively prevents any 'dies' or 'leaves the battlefield' triggers that rely on the creature reaching the graveyard. Furthermore, it has a triggered ability that creates a 2/2 green Wolf token every time this exile replacement occurs.

Resolving the Replacement Effect

When an opponent's creature is dealt lethal damage or destroyed, the replacement effect from Head of the Hunt immediately applies. The creature never touches the graveyard; it moves directly from the battlefield to exile. Because this is a 'When you do' trigger, the creation of the 2/2 Wolf token is put onto the stack only after the creature has been successfully exiled by the replacement effect. If multiple creatures die simultaneously, you will get a separate Wolf token trigger for each one.

Common Mistakes

It is important to remember that this card only affects creatures that would 'die.' If an opponent discards a creature card or mills one from their library, Head of the Hunt does not exile those cards because they were never on the battlefield. Also, because the creatures are exiled instead of dying, 'dies' triggers from other cards (like those belonging to your opponent) will not trigger at all, as the condition of hitting the graveyard was never met.

When to Play It

Thanks to Flash, the best time to play Head of the Hunt is in response to a board wipe or during the declare blockers step. This allows you to surprise your opponent, exiling their creatures and suddenly filling your side of the board with 2/2 Wolf tokens. It is also an excellent counter to decks that rely on recurring creatures from the graveyard or those that use death triggers to generate value.

Interaction examples

Exiling the Sad Robot

If your opponent controls a Solemn Simulacrum and it is destroyed while you control Head of the Hunt, the replacement effect exiles the Golem. Because it never 'dies' (reaches the graveyard), the opponent's ability to draw a card never triggers. You then create a 2/2 green Wolf token.

Doubling the Pack

If you control Roaming Throne with 'Wolf' chosen as the type, and an opponent's creature would die, Head of the Hunt exiles it. The 'When you do' trigger to create a Wolf token triggers. Because the Throne sees a Wolf creature's ability triggering, it triggers an additional time, granting you two 2/2 green Wolf tokens for a single exiled creature.

Flash Defense

You can cast Head of the Hunt during your opponent's combat step after they have declared attackers. If you block and kill an attacking creature, Head of the Hunt exiles that creature and creates a 2/2 Wolf token, which can then be used for blocking or attacking on your next turn.

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

How it works : Head of the Hunt

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Cards that would go to your opponent's graveyard for reasons other than dying, such as being discarded or milled, will still go to the graveyard and will not be exiled instead.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If Head of the Hunt would leave the battlefield at the same time as one or more creatures an opponent controls would die, those creatures will still be exiled.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    While Head of the Hunt is on the battlefield, creatures your opponents control are exiled instead of dying, and abilities that would trigger when those creatures die won't trigger.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Maha, Its Feathers Night
+Head of the Hunt
+Blasting Station
#1

Maha, Its Feathers Night + Head of the Hunt + Blasting Station

Destroy all unmodified creatures opponents controlDestroy each unmodified creature that enters the battlefield under an opponent's control
    Godhead of Awe
    +Head of the Hunt
    +Blasting Station
    #2

    Godhead of Awe + Head of the Hunt + Blasting Station

    Destroy all unmodified creatures opponents controlDestroy each unmodified creature that enters the battlefield under an opponent's control

      Related cards and tokens

      03

      Legal formats

      standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlduel
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