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Rules guide · Legendary Creature

Neyith of the Dire HuntHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Jumpstart· July 17, 2020
Carte Magic Neyith of the Dire Hunt

Neyith of the Dire Hunt 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

Whenever one or more creatures you control fight or become blocked, draw a card. At the beginning of combat on your turn, you may pay {2}{R/G}. If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ({R/G} can be paid with either {R} or {G}.)

Complete guide

Neyith of the Dire Hunt is a powerhouse for aggressive decks, rewarding you for the chaos of combat and forced confrontations. As a legendary Human Warrior, she excels at turning tactical aggression into card advantage while ensuring your biggest threats cannot be ignored.

Drawing from the Hunt

Neyith has a triggered ability that lets you draw a card whenever one or more creatures you control fight or become blocked. It is important to note that 'fighting' is a specific keyword action caused by effects; standard combat damage does not count as fighting. Additionally, this ability triggers only once per event—if three of your creatures are blocked, you still only draw one card for that instance.

The Power of the Dire Hunt

At the start of your combat, you can pay {2} and one mana of either Red or Green to target a creature. If you pay, that creature's power is doubled until end of turn. This effect calculates the bonus based on the creature's power the moment the ability resolves. If the creature has 4 power, it gets +4/+0. Furthermore, this creature must be blocked if the opponent is able to do so, though the opponent chooses which creature blocks it.

Strategic Requirements

The requirement to block only mandates that at least one creature blocks the target. If the target has Menace, the opponent must commit two blockers if they are able. If all the opponent's creatures are tapped or they would have to pay a cost to block, the requirement is waived. You cannot pay the mana cost multiple times to double the power again or target multiple creatures; you get one choice per combat phase.

Interaction examples

Resourceful Blocks

If you attack with Solemn Simulacrum and your opponent blocks it, Neyith of the Dire Hunt's first ability triggers, allowing you to draw a card. If the Golem dies in combat, its own ability also triggers, resulting in a total of two cards drawn from the exchange.

Recycling the Hunt

At the beginning of your combat, you pay {2}{G} to target Eternal Witness with Neyith's ability. The Witness, normally a 2/1, becomes a 4/1 and must be blocked. When the opponent blocks it, Neyith triggers and you draw a card. Even if Eternal Witness dies, you have already replaced the card in your hand and forced the opponent to lose a blocker.

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

How it works : Neyith of the Dire Hunt

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    A creature “fights” when an effect instructs it to fight. Dealing combat damage isn’t fighting.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    You draw just one card as Neyith’s first ability resolves, no matter how many creatures you control fought or became blocked.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    While resolving Neyith’s last ability, you can’t pay multiple times to double a creature’s power more than once or to double more than one creature’s power.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an effect instructs you to “double” a creature’s power, that creature gets +X/+0, where X is its power as that effect begins to apply. If its power is negative, instead it gets -X/-0 where X is how far below 0 its power is. The value of X won’t change if another effect alters the creature’s power later in the turn.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Only one creature is required to block the target creature. Other creatures may also block it and are free to block other creatures or not block at all.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If the target creature has menace, two creatures must block it if able.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    The defending player, not you, chooses which creature blocks the target creature.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If each creature the defending player controls can’t block for any reason (such as being tapped), then the target creature isn’t blocked. If there’s a cost associated with blocking the target creature, the defending player isn’t forced to pay that cost, so it doesn’t have to be blocked in that case either.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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