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Monstrous RageHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Wilds of Eldraine· September 8, 2023
Carte Magic Monstrous Rage

Monstrous Rage 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

Target creature gets +2/+0 until end of turn. Create a Monster Role token attached to it. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample.)

Complete guide

Monstrous Rage is a high-impact combat trick from Wilds of Eldraine that offers more than just a temporary stat boost. By combining a raw power increase with the permanent benefits of a Monster Role, this card can turn even the smallest creature into a trampling threat.

What it Does

Monstrous Rage provides two distinct effects to a single target creature. First, it grants a temporary +2/+0 buff that lasts until the end of the current turn. Second, it creates a Monster Role token and attaches it to that creature. This token is a colorless Aura enchantment that provides a permanent +1/+1 bonus and the trample keyword, assuming the token remains on the battlefield.

How it Resolves Step by Step

When you cast Monstrous Rage, you must choose a target creature. Upon resolution, the creature immediately gains +2/+0. Then, the Monster Role token is created and attached to it. If you already controlled a different Role on that creature (such as a Sorcerer Role), the old Role is put into the graveyard as a state-based action because a player can only control one Role on a specific creature at a time.

Common Mistakes

A frequent error is forgetting that the +2/+0 is temporary while the Monster Role is permanent. Additionally, if the target creature becomes illegal before resolution (for example, if it is destroyed or gains protection), the entire spell fails to resolve. In this scenario, you do not get the +2/+0 boost, and the Monster Role token is never created.

When to Play it

Monstrous Rage is most effective during the declare blockers step. Because it grants trample via the Role token, you can wait for your opponent to block with a small creature and then cast this to ensure significant damage spills over to their life total. It is also a great way to save a creature from damage-based removal by increasing its toughness by 1.

Interaction examples

Surviving Damage

If your opponent casts Abrade targeting your 3/3 creature, you can respond with Monstrous Rage. Your creature becomes a 5/3 from the spell's effect and then a 6/4 once the Monster Role attaches. When Abrade resolves, it deals 3 damage to your now 4-toughness creature, allowing it to survive.

Losing the Target

If you cast Monstrous Rage and your opponent responds by casting Lightning Bolt on your target creature, the creature is destroyed before Monstrous Rage resolves. Because the spell no longer has a legal target, it is removed from the stack; you do not get to create the Monster Role token on a different creature.

Replacing Roles

Imagine your creature is already enchanted by a Sorcerer Role you control. When Monstrous Rage resolves, it attaches a Monster Role to that creature. Since you now control two Roles on the same permanent, the older Sorcerer Role is put into the graveyard, and your creature is left with the +1/+1 and trample from the new Monster Role.

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

How it works : Monstrous Rage

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    In rare cases, a spell or ability might attempt to create a Role token enchanting a permanent that it can't legally enchant (because of an ability like protection from enchantments). In such cases, the Role token isn't created.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    A permanent can have multiple Roles attached to it if each one is controlled by a different player.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Hexproof and shroud won't prevent a Role from becoming attached to a permanent if the ability creating that Role attached to that permanent doesn't target it.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If two or more Roles controlled by the same player become attached to a permanent at the same time (perhaps due to an effect such as that of Doubling Season), that player chooses which one to keep and which are put into their owners' graveyards.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner's graveyard. This is a state-based action.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Some spells and abilities that create Role tokens require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Role token won't be created.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Cards in the Wilds of Eldraine main set create six different Role tokens: Cursed, Monster, Royal, Sorcerer, Wicked, and Young Hero. A seventh Role token, Virtuous, is created by Ellivere of the Wild Court, the commander of the "Virtue and Valor" Commander Deck.

    No other card is named in this ruling.

Related cards and tokens

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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