Ouroboroid 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
At the beginning of combat on your turn, put X +1/+1 counters on each creature you control, where X is this creature's power.
Complete guide
Ouroboroid is a powerful Plant Wurm that turns its own strength into a massive boost for your entire army. By triggering at the start of every combat on your turn, it ensures your creatures are always growing larger before they swing for damage.
Understanding the Power Scaling
Ouroboroid features a triggered ability that checks its power to determine how many +1/+1 counters to distribute. This check happens only once: at the moment the ability resolves. If you increase Ouroboroid's power in response to the trigger, the value of X will increase accordingly for every creature you control.
Resolution Step-by-Step
When you enter your combat phase, the ability goes on the stack. First, players have a chance to cast spells or activate abilities. Second, the ability resolves and the game checks Ouroboroid's current power. Third, that many +1/+1 counters are placed on Ouroboroid itself and every other creature you currently control. Even if Ouroboroid is destroyed in response, the game uses its 'Last Known Information' to determine its power and still grants the counters.
Timing and Strategy
Since this ability triggers at the beginning of combat, it is most effective when you have a wide board of creatures ready to attack. Because it counts its own power, Ouroboroid effectively doubles its own size every turn if no other modifiers are present, making it a priority target for your opponents.
Interaction examples
With both creatures on the battlefield, the beginning of combat trigger fires. If Ouroboroid has its base power of 0 (assuming no other buffs), it would add 0 counters. However, if Ouroboroid has been buffed to a 4/4, it will put four +1/+1 counters on itself and four +1/+1 counters on Solemn Simulacrum, making the Golem a 6/6 attacker.
When Ouroboroid's ability resolves, it checks its power. If Ouroboroid is a 4/4, it places four +1/+1 counters on Eternal Witness. This turns your utility creature into a 6/5 threat instantly before you declare attackers, while Ouroboroid itself becomes an 8/8.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Ouroboroid
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The value of X is calculated only once, as Ouroboroid’s ability resolves.
No other card is named in this ruling.
- #2· Wizards of the Coast
If Ouroboroid leaves the battlefield before its ability resolves, use its power as it last existed on the battlefield to determine the value of X.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Ouroboroid + Sage of Hours
- 1At the beginning of your combat phase, Ouroboroid triggers, putting at least five +1/+1 counters on each creature you control.
- 2Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
- 3Repeat.
Ouroboroid + Crystalline Crawler + Aggravated Assault
- 1At the beginning of your combat phase, Ouroboroid triggers, putting at least five +1/+1 counters on each creature you control.
- 2Move to your postcombat main phase.
- 3Activate Crystalline Crawler's first ability five times by removing five +1/+1 counters from it, adding
.
- 4Activate Aggravated Assault by paying
, untapping all creatures you control and causing you to get an additional combat and main phase after this one.
- 5Repeat.
Legal formats
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Meta decks with Ouroboroid
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Eternal Witness

