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Rules guide · Creature

Overgrown ArchHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Strixhaven: School of Mages· April 23, 2021
Carte Magic Overgrown Arch

Overgrown Arch 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

Defender {T}: You gain 1 life. {2}, Sacrifice this creature: Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)

Complete guide

Overgrown Arch is a versatile Plant Wall that serves as both a sturdy early-game blocker and a valuable utility piece. Whether you need a steady stream of life or a way to access your sideboard, this creature provides green decks with essential flexibility.

Stalling and Learning

Overgrown Arch primarily functions as a defensive tool with its Defender keyword and activated ability to gain life. However, its secondary ability allows you to sacrifice it for 2 mana to 'Learn.' When you Learn, you can either retrieve a Lesson card from your sideboard or discard a card to draw a card, helping you find exactly what you need for the current board state.

Step-by-Step Resolution

To use the Learn ability, first pay 2 generic mana and sacrifice Overgrown Arch as part of the cost. Once the ability resolves, you choose one of three options: reveal a Lesson from outside the game (your sideboard) and put it into your hand, discard a card to draw a card, or simply do nothing. Note that the sacrifice happens immediately, so opponents cannot destroy the Arch in response to prevent the Learn effect.

Strategic Timing

The best time to activate the Learn ability is usually during your opponent's end step or in response to a removal spell targeting the Arch. This ensures you get maximum value out of its high toughness before trading it for a fresh resource. Remember that in tournament play, 'outside the game' refers strictly to your 15-card sideboard.

Common Pitfalls

A frequent mistake is forgetting that the Arch can only block creatures if it is untapped. If you use its tap ability to gain 1 life during your turn, it won't be available to block during the next combat. Additionally, remember that Learn is optional; if you have no Lessons left and no cards to discard, you can still activate the ability, but you won't receive a card.

Interaction examples

Ramping into Knowledge

On turn one, you play Llanowar Elves. On turn two, you use the mana from your forest and the Elves to cast Overgrown Arch. This allows you to have a 0/4 blocker ready as early as turn two, while the Elves ensure you still have mana available to activate the Arch's Learn ability whenever you need a specific answer from your sideboard.

Fixing and Sacrificing

If you have Birds of Paradise on the battlefield, you can use its multi-colored mana production to ensure you always have the 2 mana required to sacrifice Overgrown Arch. If an opponent casts a board wipe, you can respond by tapping the Arch for 1 life, then tapping your lands and Birds of Paradise to pay the 2 mana to sacrifice the Arch and Learn, ensuring you don't lose the creature for nothing.

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

How it works : Overgrown Arch

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a card is brought into the game from outside the game, it will stay in the game until it ends or until its owner leaves the game, whichever comes first.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you bring a card into the game from outside the game in a Constructed tournament (or a Constructed game played under tournament conditions), you may select only a card from your sideboard. In casual Constructed games, the card comes from your collection.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you bring a card into the game from outside the game in a Sealed Deck or Booster Draft event, you may select only a card that is in the card pool that you built your deck from.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If instructed to learn, you may do nothing. Discarding a card and putting a Lesson card into your hand are both optional.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Crystalline Crawler
+Pemmin's Aura
+Overgrown Arch
+The Destined White Mage
#1

Crystalline Crawler + Pemmin's Aura + Overgrown Arch + The Destined White Mage

Infinite lifegainInfinite lifegain triggers
  1. 1Activate Overgrown Arch by tapping it, causing you to gain life.
  2. 2The Destined White Mage triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Activate Crystalline Crawler ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Pemmin's Aura's ability by paying {U}, untapping Overgrown Arch.
  5. 5Repeat.
Crystalline Crawler
+Freed from the Real
+Overgrown Arch
+The Destined White Mage
#2

Crystalline Crawler + Freed from the Real + Overgrown Arch + The Destined White Mage

Infinite lifegainInfinite lifegain triggers
  1. 1Activate Overgrown Arch by tapping it, causing you to gain life.
  2. 2The Destined White Mage triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Activate Crystalline Crawler ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Freed from the Real's ability by paying {U}, untapping Overgrown Arch.
  5. 5Repeat.
Cleric Class
+Crystalline Crawler
+Pemmin's Aura
+Overgrown Arch
#3

Cleric Class + Crystalline Crawler + Pemmin's Aura + Overgrown Arch

Infinite lifegainInfinite lifegain triggers
  1. 1Activate Overgrown Arch's first ability by tapping it, causing you to gain 2 life.
  2. 2Cleric Class triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Activate Crystalline Crawler's first ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Pemmin's Aura's first ability by paying {U}, untapping Overgrown Arch.
  5. 5Repeat.
Archangel of Thune
+Crystalline Crawler
+Pemmin's Aura
+Overgrown Arch
#4

Archangel of Thune + Crystalline Crawler + Pemmin's Aura + Overgrown Arch

Infinite lifegain triggersInfinite lifegainInfinite +1/+1 counters on creatures you control
  1. 1Activate Overgrown Arch by tapping it, causing you to gain life.
  2. 2Archangel of Thune triggers, putting a +1/+1 counter on each creature you control.
  3. 3Activate Crystalline Crawler ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Pemmin's Aura's ability by paying {U}, untapping Overgrown Arch.
  5. 5Repeat.
Agatha's Soul Cauldron
+Lurking Roper
+Overgrown Arch
#5

Agatha's Soul Cauldron + Lurking Roper + Overgrown Arch

Infinite lifegainInfinite lifegain triggers
  1. 1Activate Lurking Roper using Overgrown Arch's first ability by tapping it, causing you to gain 1 life.
  2. 2Lurking Roper triggers, untapping itself.
  3. 3Repeat.
Archangel of Thune
+Crystalline Crawler
+Freed from the Real
+Overgrown Arch
#6

Archangel of Thune + Crystalline Crawler + Freed from the Real + Overgrown Arch

Infinite lifegain triggersInfinite lifegainInfinite +1/+1 counters on creatures you control
  1. 1Activate Overgrown Arch by tapping it, causing you to gain life.
  2. 2Archangel of Thune triggers, putting a +1/+1 counter on each creature you control.
  3. 3Activate Crystalline Crawler ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Freed from the Real's ability by paying {U}, untapping Overgrown Arch.
  5. 5Repeat.
Cleric Class
+Crystalline Crawler
+Freed from the Real
+Overgrown Arch
#7

Cleric Class + Crystalline Crawler + Freed from the Real + Overgrown Arch

Infinite lifegainInfinite lifegain triggers
  1. 1Activate Overgrown Arch's first ability by tapping it, causing you to gain 2 life.
  2. 2Cleric Class triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Activate Crystalline Crawler's first ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Freed from the Real's second ability by paying {U}, untapping Overgrown Arch.
  5. 5Repeat.
Agatha's Soul Cauldron
+Famished Paladin
+Overgrown Arch
#8

Agatha's Soul Cauldron + Famished Paladin + Overgrown Arch

Infinite lifegainInfinite lifegain triggers
  1. 1Activate Famished Paladin using Overgrown Arch's first ability by tapping it, causing you to gain 1 life.
  2. 2Famished Paladin triggers, untapping itself.
  3. 3Repeat.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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