Myconid Spore Tender 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
Infesting Spores — When this creature enters, destroy up to one target artifact or enchantment.
Complete guide
Myconid Spore Tender is a versatile Fungus creature that provides immediate utility upon entering the battlefield. By combining a decent creature body with the ability to neutralize problematic non-creature permanents, it serves as a reliable tool for green decks to maintain control. Whether you are clearing away a powerful artifact or a restrictive enchantment, this spore-covered friend has you covered.
What it Does
Myconid Spore Tender features an 'enters-the-battlefield' (ETB) triggered ability called Infesting Spores. When the creature successfully enters the battlefield from any zone, you may choose to destroy one target artifact or enchantment. The 'up to one' wording is crucial, as it means the ability is not mandatory; if there are no targets or you do not wish to destroy anything, you can simply choose zero targets.
How it Resolves Step by Step
First, the Myconid Spore Tender spell must resolve and enter the battlefield. Once it is on the field, the Infesting Spores ability triggers and is put onto the stack. At this point, you must declare your target (an artifact or enchantment) or choose no target. Players then have a chance to respond with spells or abilities. If a target was chosen and is still legal when the ability resolves, the permanent is destroyed. If you chose no target, the ability simply finishes resolving without doing anything.
Common Mistakes
A common error is thinking you must destroy one of your own permanents if your opponent has no artifacts or enchantments. Because the card says 'up to one,' you are never forced to target your own cards. Another mistake involves timing; if the Myconid Spore Tender is destroyed in response to its trigger, the Infesting Spores ability will still resolve and destroy the intended target.
When to Play it
This creature is best utilized when your opponent relies on key utility artifacts or powerful global enchantments. Since it costs four mana, it provides a two-for-one advantage by giving you a blocker while removing a threat. It is especially effective in decks that can blink or flicker creatures, allowing you to reuse the Infesting Spores effect multiple times.
Interaction examples
Your opponent controls a Solemn Simulacrum. When you play Myconid Spore Tender, its Infesting Spores ability triggers. You target the Solemn Simulacrum. When the ability resolves, the Golem is destroyed. Note that the opponent will still get to draw a card because Solemn Simulacrum's 'dies' ability will trigger upon destruction.
If your Myconid Spore Tender is already in the graveyard, you can play Eternal Witness to return it to your hand. This allows you to recast the Spore Tender later in the game to destroy another artifact or enchantment, effectively reusing your removal through creature recursion.
If you cast Myconid Spore Tender onto an empty board with no artifacts or enchantments present, the ability still triggers. You simply choose zero targets. The creature stays on the battlefield as a 4/1 (or its designated stats), and the game continues normally without any destruction occurring.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Myconid Spore Tender
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Myconid Spore Tender
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Eternal Witness