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Ornery TumblewaggHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Outlaws of Thunder Junction· April 19, 2024
Carte Magic Ornery Tumblewagg

Ornery Tumblewagg 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

At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever this creature attacks while saddled, double the number of +1/+1 counters on target creature. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Complete guide

Ornery Tumblewagg is an explosive addition to any counter-based deck, providing consistent growth and a massive payoff for going to combat. This Brushwagg Mount can quickly turn a small threat into a game-ending powerhouse by doubling its strength every time it attacks.

Natural Growth and Saddling

Ornery Tumblewagg features two distinct abilities triggered during the combat phase. The first occurs at the beginning of combat on your turn, allowing you to place a +1/+1 counter on any target creature you control. To unlock the second ability, you must use the Saddle 2 keyword during your main phase. By tapping other creatures with total power 2 or more, the Tumblewagg becomes 'saddled' until the end of the turn.

Step-by-Step Combat Resolution

1. During your Main Phase, you activate the Saddle ability by tapping creatures like Solemn Simulacrum. 2. At the Beginning of Combat, the first ability triggers; you choose a target and place a +1/+1 counter on it. 3. You declare Ornery Tumblewagg as an attacker. Because it was saddled before this step, the second ability triggers. 4. You choose a target creature for the doubling effect. 5. As the ability resolves, you count the counters on the target and add that many more to it.

Common Mistakes to Avoid

A frequent error is trying to saddle the Tumblewagg after it has already been declared as an attacker; the 'attacks while saddled' condition must be met at the moment attackers are declared. Additionally, remember that doubling counters counts as 'putting' counters on a creature. Effects that increase the number of counters placed will apply to the doubling process.

When to Play Ornery Tumblewagg

Ornery Tumblewagg is best utilized when you have a board state that allows for consistent saddling. Since it can target itself with both abilities, it can grow from a 2/2 to a 3/3 before its first attack, and then immediately double those counters to become a 6/6. It is most effective when you have high-value creatures that benefit from staying on the battlefield while others do the work of saddling.

Interaction examples

Accelerating Growth

With Solemn Simulacrum on the battlefield, you tap it to satisfy the Saddle 2 requirement for Ornery Tumblewagg. At the start of combat, you put a +1/+1 counter on the Tumblewagg. When it attacks, the saddled trigger doubles its counters, turning the 2/2 Brushwagg into a 6/6 attacker in a single turn.

Strategic Sacrifice

You can tap Sakura-Tribe Elder to help saddle the Ornery Tumblewagg during your main phase. Even if you sacrifice the Elder later to find a land, the Tumblewagg remains 'saddled' until the end of the turn, ensuring you still get the doubling trigger when you declare your attack.

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

How it works : Ornery Tumblewagg

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    To double the number of +1/+1 counters on a permanent, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    “Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    “Saddled” isn’t an ability that a creature has. It’s just something true about that creature. It won’t stop being saddled until the turn ends or it leaves the battlefield.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Creatures with saddle can attack or block as normal even if they aren’t saddled.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a permanent becomes a copy of a saddled Mount, the copy won’t be saddled.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    You may activate a permanent’s saddle ability even if that permanent is already saddled.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    An ability that triggers when a creature “attacks while saddled” will trigger only if that creature was saddled when it was declared as an attacker.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Ornery Tumblewagg
+Crystalline Crawler
+Aggravated Assault
#1

Ornery Tumblewagg + Crystalline Crawler + Aggravated Assault

Infinite colored manaInfinite combat phasesInfinite mana creatures you control can produceInfinite untap of creatures you control
  1. 1Activate Ornery Tumblewagg's saddle ability by tapping Crystalline Crawler, causing Ornery Tumblewagg to become saddled until end of turn.
  2. 2At the beginning of your combat phase, Ornery Tumblewagg's first ability triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Declare Ornery Tumblewagg as an attacker.
  4. 4Ornery Tumblewagg's second ability triggers, doubling the number of +1/+1 counters on Crystalline Crawler.
  5. 5Move to your postcombat main phase.
  6. 6Activate Crystalline Crawler's first ability five times by removing five +1/+1 counters from it, adding {3}{R}{R}.
  7. 7Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
  8. 8Repeat from step 2.
Ornery Tumblewagg
+Crystalline Crawler
+Hellkite Charger
#2

Ornery Tumblewagg + Crystalline Crawler + Hellkite Charger

Infinite colored manaInfinite combat phasesInfinite +1/+1 counters on creatures you control
  1. 1Activate Ornery Tumblewagg's saddle ability by tapping Crystalline Crawler, causing Ornery Tumblewagg to become saddled until end of turn.
  2. 2At the beginning of your combat phase, Ornery Tumblewagg's first ability triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Declare Ornery Tumblewagg and Hellkite Charger as attackers.
  4. 4Ornery Tumblewagg's second ability and Hellkite Charger trigger.
  5. 5Resolve the Ornery Tumblewagg trigger, doubling the number of +1/+1 counters on Crystalline Crawler.
  6. 6Activate Crystalline Crawler's first ability seven times by removing seven +1/+1 counters from it, adding {5}{R}{R}.
  7. 7Resolve the Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures you control and to get an additional combat phase after this one.
  8. 8Repeat from step 2.
Ornery Tumblewagg
+Crystalline Crawler
+Najeela, the Blade-Blossom
#3

Ornery Tumblewagg + Crystalline Crawler + Najeela, the Blade-Blossom

Infinite colored manaInfinite combat phasesInfinite creature tokens with hasteInfinite creature ETB
  1. 1Activate Ornery Tumblewagg's saddle ability by tapping Crystalline Crawler, causing Ornery Tumblewagg to become saddled until end of turn.
  2. 2At the beginning of your combat phase, Ornery Tumblewagg's first ability triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Declare Ornery Tumblewagg and Najeela, if desired, as an attacker.
  4. 4Ornery Tumblewagg's second ability triggers, doubling the number of +1/+1 counters on Crystalline Crawler.
  5. 5If Najeela was declared as an attacker, it triggers, creating a 1/1 Warrior creature token that is tapped and attacking.
  6. 6Activate Crystalline Crawler's first ability five times by removing five +1/+1 counters from it, adding {W}{U}{B}{R}{G}.
  7. 7Activate Najeela by paying {W}{U}{B}{R}{G}, untapping all attacking creatures, giving them trample, lifelink and haste, and gaining an additional combat phase after this one.
  8. 8Repeat from step 2.
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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