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Hushwing GryffHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Commander 2016· November 11, 2016
Carte Magic Hushwing Gryff

Hushwing Gryff 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 Flying Creatures entering don't cause abilities to trigger.

How it works : Hushwing Gryff

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Triggered abilities use the word “when,” “whenever,” or “at.” They’re often written as “[Trigger condition], [effect].”

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Abilities that create replacement effects, such as a permanent entering the battlefield tapped or with counters on it, are unaffected.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Abilities that apply “as [this creature] enters the battlefield,” such as choosing a creature to copy with Mercurial Pretender, are also unaffected.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Hushwing Gryff’s ability stops a creature’s own enters-the-battlefield triggered abilities as well as other triggered abilities that would trigger when a creature enters the battlefield.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    The trigger event doesn’t have to specify “creatures” entering the battlefield. For example, Amulet of Vigor says “Whenever a permanent enters the battlefield tapped and under your control, untap it.” If a creature enters the battlefield tapped and under your control, Amulet of Vigor’s ability would not trigger. If a land (that isn’t also a creature) enters the battlefield tapped and under your control, Amulet of Vigor’s ability would trigger.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Look at the permanent as it exists on the battlefield, taking into account continuous effects, to determine whether any triggered abilities will trigger. For example, if you control March of the Machines, which says, in part, “Each noncreature artifact is an artifact creature,” each artifact will be a creature at the time it enters the battlefield and will not cause triggered abilities to trigger.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If Hushwing Gryff and another creature enter the battlefield at the same time, neither creature entering the battlefield will cause triggered abilities to trigger.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Intruder Alarm
+Hushwing Gryff
#1

Intruder Alarm + Hushwing Gryff

Creatures do not untapLock
  1. 1Intruder Alarm's first ability prevents creatures from untapping during their controller's untap step.
  2. 2Because Hushwing Gryff prevents abilities from triggering whenever a creature enters the battlefield, Intruder Alarm's second ability does not trigger to untap them.
Wormfang Manta
+Conjurer's Closet
+Hushwing Gryff
#2

Wormfang Manta + Conjurer's Closet + Hushwing Gryff

Infinite turnsLock
  1. 1Blink Wormfang Manta using Conjurer's Closet. Wormfang Manta's first ability won't trigger due to Hushwing Gryff.
  2. 2Wormfang Manta's second ability triggers, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
Wormfang Manta
+Soulherder
+Hushwing Gryff
#3

Wormfang Manta + Soulherder + Hushwing Gryff

Infinite turnsLock
  1. 1Blink Wormfang Manta using Soulherder. Wormfang Manta's first ability won't trigger due to Hushwing Gryff.
  2. 2Wormfang Manta's second ability triggers, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
Wormfang Manta
+Hushwing Gryff
+Brago, King Eternal
#4

Wormfang Manta + Hushwing Gryff + Brago, King Eternal

Infinite turnsLock
  1. 1Blink Wormfang Manta using Brago. Wormfang Manta's first ability won't trigger due to Hushwing Gryff.
  2. 2Wormfang Manta's second ability triggers, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
Wormfang Manta
+Hushwing Gryff
+Roon of the Hidden Realm
#5

Wormfang Manta + Hushwing Gryff + Roon of the Hidden Realm

Infinite turnsLock
  1. 1Blink Wormfang Manta using Roon of the Hidden Realm. Wormfang Manta's first ability won't trigger due to Hushwing Gryff.
  2. 2Wormfang Manta's second ability triggers, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
Wormfang Manta
+Mistmeadow Witch
+Hushwing Gryff
#6

Wormfang Manta + Mistmeadow Witch + Hushwing Gryff

Infinite turnsLock
  1. 1Blink Wormfang Manta using Mistmeadow Witch. Wormfang Manta's first ability won't trigger due to Hushwing Gryff.
  2. 2Wormfang Manta's second ability triggers, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
Wormfang Manta
+Hushwing Gryff
+Thassa, Deep-Dwelling
#7

Wormfang Manta + Hushwing Gryff + Thassa, Deep-Dwelling

Infinite turnsLock
  1. 1Blink Wormfang Manta using Thassa. Wormfang Manta's first ability won't trigger due to Hushwing Gryff.
  2. 2Wormfang Manta's second ability triggers, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
Wormfang Manta
+Teleportation Circle
+Hushwing Gryff
#8

Wormfang Manta + Teleportation Circle + Hushwing Gryff

Infinite turnsLock
  1. 1Blink Wormfang Manta using Teleportation Circle. Wormfang Manta's first ability won't trigger due to Hushwing Gryff.
  2. 2Wormfang Manta's second ability triggers, causing you to take an extra turn after this one.
  3. 3Repeat each turn.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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