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Rules guide · Artifact

Herd HeirloomHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Tarkir: Dragonstorm· April 11, 2025
Carte Magic Herd Heirloom

Herd Heirloom 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

{T}: Add one mana of any color. Spend this mana only to cast a creature spell. {T}: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."

Complete guide

Herd Heirloom is a versatile green artifact that functions as both a specialized mana rock and a powerful offensive tool for large creatures. Whether you are ramping into your biggest threats or granting them the ability to draw cards, this artifact is a core piece for creature-heavy strategies.

Dual Utility on the Battlefield

Herd Heirloom offers two distinct activated abilities. The first allows you to tap it for one mana of any color, restricted exclusively to casting creature spells. The second ability targets a creature you control with power 4 or greater, granting it trample and a card-draw trigger upon dealing combat damage to a player.

Resolution and Power Requirements

When activating the second ability, the target creature must have power 4 or greater as you activate it and as the ability resolves. However, once the ability has resolved, the creature retains trample and the draw ability until the end of the turn, even if its power later drops below 4.

Managing Your Mana

A common mistake is trying to use the mana from Herd Heirloom to pay for non-creature costs, such as activated abilities or sorceries. You must only use this specific mana to cast a creature spell from your hand, command zone, or other areas like your graveyard if an effect allows it.

Strategic Implementation

In the early game, use this artifact to accelerate your board state. Once your high-power creatures are ready to attack, shift to using the second ability to ensure your damage gets through via trample and to refill your hand as you pressure your opponent's life total.

Interaction examples

Ramping with Artifacts

You can use Sol Ring and Arcane Signet to quickly cast Herd Heirloom on turn two. Once on the field, Herd Heirloom can immediately tap for a green mana to help pay for a creature spell, further accelerating your development alongside your other mana rocks.

Enabling the Draw Trigger

If you control a creature with 4 power, you tap Herd Heirloom targeting that creature. The creature gains trample and the ability to draw a card when dealing combat damage. If the opponent shrinks the creature to a 3/3 after the ability resolves, the creature still keeps trample and the card-draw ability for the rest of the turn.

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

How it works : Herd Heirloom

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Once Herd Heirloom’s last ability has resolved, lowering the affected creature’s power below 4 won’t cause it to lose those abilities.

    No other card is named in this ruling.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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