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Rules guide · Enchantment

Mardu RunemarkHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Fate Reforged· January 23, 2015
Carte Magic Mardu Runemark

Mardu Runemark 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

Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent.

Complete guide

Mardu Runemark is an aggressive Aura that bolsters your creature's combat prowess based on the colors of your board state. By rewarding you for branching into white or black, it turns any simple creature into a formidable warrior. Let's break down how this red enchantment interacts with your team and the timing of its abilities.

A Drastic Power Boost

Mardu Runemark provides a static +2/+2 bonus to the creature it enchants. This increase is always active as long as the Aura is attached, regardless of other permanents you control. However, the second part of the ability is conditional; the creature gains first strike only if you control at least one white or black permanent.

How it Resolves Step by Step

When you cast Mardu Runemark, you must choose a creature as a target. If the spell resolves, it enters the battlefield attached to that creature. Once on the board, the game constantly checks if you control a white or black permanent. If you do, the enchanted creature immediately has first strike. If you lose all white and black permanents, the creature loses first strike instantly.

Timing and Combat Steps

First strike creates an additional combat damage step. If your creature has first strike during the first damage step, it deals damage then. A common mistake involves losing the requirement mid-combat. If the creature deals damage in the first strike step and then loses the ability before the normal damage step, it does not get to deal damage a second time.

Strategy: When to Cast

This card is best used when you already have a established board presence of white or black permanents to ensure your creature can win combat without taking damage. Because it is an Aura, be wary of your opponent's removal spells, as losing the creature results in losing the Runemark as well.

Interaction examples

Maintaining the Mark

You control a creature enchanted with Mardu Runemark and Impact Tremors. Since Impact Tremors is a red permanent and not white or black, the enchanted creature receives +2/+2 but does not have first strike. To gain first strike, you would need to play a white or black permanent, such as a white creature or a black enchantment.

Escaping the Grave

If Mardu Runemark is in your graveyard and you control Underworld Breach, you can cast the Aura for its escape cost. Once it enters the battlefield and attaches to a creature, it provides +2/+2. Because Underworld Breach is a red permanent, it still does not grant the first strike bonus. You must ensure at least one white or black permanent is on your side of the battlefield for the second ability to be active.

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

How it works : Mardu Runemark

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If the enchanted creature assigns combat damage during the first combat damage step, and then it loses first strike before the second combat damage step, it won’t assign combat damage again in the second combat damage step.

    No other card is named in this ruling.

02

Legal formats

pioneermodernlegacypaupervintagepennycommanderoathbreakerpaupercommanderdueltlr
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