Lurking Arynx 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.
Official card text
Formidable —: Target creature blocks this creature this turn if able. Activate only if creatures you control have total power 8 or greater.
Complete guide
Lurking Arynx is a powerhouse from the Tarkir wastes that excels at dictating the flow of combat. By utilizing the Formidable mechanic, this Cat Beast can force specific enemies into an unfavorable confrontation, clearing the way for the rest of your army. Mastery of this card requires careful management of your total power on the board and understanding the timing of block requirements.
What it Does
Lurking Arynx has an activated ability that targets a creature and forces it to block the Arynx. This ability is governed by the Formidable keyword, meaning you can only activate it if the total power of all creatures you control is 8 or greater. If you control a creature with negative power, you must subtract that value from your total. Crucially, once you have successfully activated the ability, it will still resolve and apply its effect even if your total power drops below 8 later in the turn.
How it Resolves Step by Step
First, you verify that your creatures' total power is at least 8. You then pay {2}{G} and choose a target creature. Once the ability resolves, a 'requirement' is created for the upcoming declare blockers step. During that step, the controller of the target creature checks if that creature is able to block Lurking Arynx. If the creature is tapped, has a 'can't block' restriction, or if there is a cost to block that the player chooses not to pay, the requirement is ignored. If the creature is able to block, it must be assigned to block Lurking Arynx specifically.
Common Mistakes
A common misconception is that activating this ability forces Lurking Arynx to attack; it does not. If the Arynx does not attack, the targeted creature is free to block other creatures or not block at all. Additionally, note that this is an activated ability, not a triggered one. While cards like Roaming Throne might share a creature type, they only affect triggered abilities, so they won't cause the Formidable cost to result in a double activation.
When to Play it
The best time to use Lurking Arynx is during your Declare Attackers step, after you have declared the Arynx as an attacker but before blockers are chosen. This ensures you know exactly which threats need to be neutralized. You can also activate the ability multiple times, targeting different creatures to force a multi-block, which is an effective way to remove several utility creatures at once.
Interaction examples
You control Lurking Arynx (power 3) and other creatures totaling 5 power. You activate Lurking Arynx's ability targeting an opponent's Solemn Simulacrum. When you attack with the Arynx, the opponent is forced to block with the Simulacrum if it is untapped. This allows you to use the Arynx's superior stats to destroy the Golem in combat.
You control Lurking Arynx and Roaming Throne (with 'Cat' or 'Beast' chosen). Even though they are the same type, Roaming Throne only interacts with triggered abilities. Because Lurking Arynx uses an activated ability (indicated by the 'Cost: Effect' format), the Throne does not cause the ability to trigger a second time. However, the Throne's 4 power significantly helps you reach the Formidable threshold of 8.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Lurking Arynx
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You may activate Lurking Arynx’s ability multiple times in a turn to force multiple creatures to block it if able.
No other card is named in this ruling.
- #2· Wizards of the Coast
Activating Lurking Arynx’s ability doesn’t force you to attack with it that turn. If it doesn’t attack, the creatures affected by its ability can block other attacking creatures or not block at all.
No other card is named in this ruling.
- #3· Wizards of the Coast
If a creature affected by Lurking Arynx’s ability can’t legally block it (perhaps because Lurking Arynx has gained flying), that creature can block other attacking creatures or not block at all.
No other card is named in this ruling.
- #4· Wizards of the Coast
If, during the declare blockers step, a creature is tapped or is affected by a spell or ability that says it can’t block, it doesn’t block. If there’s a cost associated with having a creature block, its controller isn’t forced to pay that cost, so it doesn’t have to block in that case either.
No other card is named in this ruling.
- #5· Wizards of the Coast
If you control a creature with power less than 0, use its actual power when calculating the total power of creatures you control. For example, if you control three creatures with powers 4, 5, and -2, the total power of creatures you control is 7.
No other card is named in this ruling.
- #6· Wizards of the Coast
Some formidable abilities are activated abilities that require creatures you control to have total power 8 or greater. Once you activate these abilities, it doesn’t matter what happens to the total power of creatures you control.
No other card is named in this ruling.
- #7· Wizards of the Coast
Other formidable abilities are triggered abilities with an “intervening ‘if’” clause. Such abilities check the total power of creatures you control twice: once at the appropriate time to see if the ability will trigger, and again as the ability tries to resolve. If, at that time, the total power of creatures you control is no longer 8 or greater, the ability will have no effect.
No other card is named in this ruling.
Legal formats
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Meta decks with Lurking Arynx
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne