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Rules guide · Sorcery

Mogg AlarmHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Nemesis· February 14, 2000
Carte Magic Mogg Alarm

Mogg Alarm 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.

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Official card text

You may sacrifice two Mountains rather than pay this spell's mana cost. Create two 1/1 red Goblin creature tokens.

Complete guide

Mogg Alarm is a classic red sorcery that embodies the aggressive and impulsive nature of Goblins. It offers flexibility by allowing you to choose between paying mana or sacrificing your resources for immediate board presence. Whether you are ramping up for an early strike or recovering after a board wipe, this card sounds a loud warning to your opponents.

Understanding the Alternative Cost

Mogg Alarm features a static ability that provides an alternative cost: sacrificing two Mountains. This cost can be paid instead of the mana cost of {1}{R}{R}. To use this, you must control at least two lands with the Mountain subtype. Note that using this alternative cost does not change the spell's converted mana cost (mana value), which remains 3. You still follow all normal timing rules for casting a sorcery.

Step-by-Step Resolution

When you cast Mogg Alarm, you first decide which cost you are paying. If you choose the alternative cost, you sacrifice two Mountains as part of the casting process. The spell then moves to the stack. Once it resolves, you create two 1/1 red Goblin creature tokens. These tokens are permanent and do not have haste unless another effect grants it to them.

Strategic Timing and Common Pitfalls

A common mistake is thinking you can sacrifice any red-producing lands; however, the card explicitly requires lands with the 'Mountain' subtype. Another important detail is that because this is a sorcery, you cannot use the alternative cost to surprise a blocker during your opponent's turn. It is best used when you have excess lands or when you need to trigger 'whenever you cast a spell' effects without spending mana.

Interaction examples

Empty Hand Recovery

After casting Wheel of Fortune, you draw a new hand of seven cards. If you draw Mogg Alarm but have already spent your mana for the turn, you can immediately sacrifice two Mountains to cast Mogg Alarm for its alternative cost, putting two Goblin tokens onto the battlefield to defend your new hand.

Explosive Mana Generation

If you exile Mogg Alarm with the second mode of Jeska's Will, you can play it from exile. If you have plenty of mana from the first mode of Jeska's Will, you can pay the {1}{R}{R} normally to keep your lands. However, if you are short on mana but need the Goblin tokens to fuel a sacrifice outlet, you can still choose to sacrifice two Mountains to cast it from exile.

Token Creation

Upon resolution, Mogg Alarm creates two Goblin tokens. These tokens are 1/1 red creatures. While the spell itself goes to the graveyard, these two Goblins remain on the battlefield, ready to attack on your next turn or be used for other synergies.

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

How it works : Mogg Alarm

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

Related cards and tokens

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Legal formats

legacyvintagecommanderoathbreakerduelpremodernpredhtlr
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