Peregrine Drake 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
Flying When this creature enters, untap up to five lands.
Complete guide
Peregrine Drake is a legendary staple in Magic: The Gathering, famous for being effectively free to cast. By untapping your lands upon arrival, this Drake allows you to maintain board presence while keeping your mana open for further plays.
Taking Flight: The Basics
Peregrine Drake is a 2/3 creature with Flying that costs five mana. Its power lies in its enter-the-battlefield ability, which triggers as soon as the Drake successfully resolves and enters the battlefield. You can untap up to five lands, which includes any lands you just tapped to cast the Drake itself, potentially making it a 'free' spell.
Step-by-Step Resolution
When Peregrine Drake enters, its triggered ability is put onto the stack. Since the ability does not use the word 'target,' you do not need to choose which lands to untap until the ability actually resolves. Once it resolves, you choose up to five lands—yours or your opponents'—and untap them all simultaneously. If the ability is countered, the lands remain tapped.
Common Mistakes
A frequent misconception is that you must control the lands you untap. According to the official rulings, you can choose any lands on the battlefield, which is useful in multiplayer formats for political leverage. Additionally, because the ability triggers on entry, you must have the Drake successfully enter the battlefield; if the spell is countered while on the stack, you get no mana back.
When to Play It
The best time to play Peregrine Drake is when you have at least five lands available, ensuring you get the maximum value from the untap trigger. It is particularly potent in decks that can blink or flicker creatures, as re-entering the battlefield will trigger the untap effect repeatedly, often generating a massive mana advantage.
Interaction examples
You tap five Islands to cast Peregrine Drake. Once it enters the battlefield, its ability triggers. You choose the five tapped Islands and untap them. You now have a 2/3 flyer on the board and all your mana available again for your opponent's turn.
You cast Solemn Simulacrum and use its ability to put a basic land onto the battlefield tapped. On your next turn, you cast Peregrine Drake. The Drake's ability can untap the land brought in by Solemn Simulacrum, effectively turning a previously unusable, tapped land into active mana.
With Roaming Throne on the battlefield naming 'Drake,' Peregrine Drake enters. Roaming Throne causes the Drake's ability to trigger an additional time. You resolve the first trigger to untap five lands, tap them for mana in response to the second trigger, and then resolve the second trigger to untap those same five lands again, totaling ten mana worth of untaps.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Peregrine Drake
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You choose which lands to untap as the triggered ability resolves. They aren't targeted, and they don't have to be lands that you control.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Peregrine Drake + Deadeye Navigator
- 1Activate Peregrine Drake by paying
, blinking itself.
- 2Peregrine Drake enters the battlefield, triggering itself and Deadeye Navigator.
- 3Resolve the Peregrine Drake trigger, untapping up to five lands you control.
- 4Resolve the Deadeye Navigator trigger, repairing Deadeye Navigator and Peregrine Drake.
- 5Activate up to five lands you control by tapping them, adding at least
.
- 6Repeat.
- 7Once you have infinite mana, you may use Deadeye Navigator's abilities to blink any number of creatures you control any number of times.
Ghostly Flicker + Peregrine Drake + Archaeomancer
- 1Activate up to five lands by tapping them, adding at least
.
- 2Cast Ghostly Flicker by paying
, blinking Archaeomancer and Peregrine Drake.
- 3When Archaeomancer and Peregrine Drake enter the battlefield, their abilities trigger.
- 4Resolve the Archaeomancer trigger, returning Ghostly Flicker to your hand from your graveyard.
- 5Resolve the Peregrine Drake trigger, untapping up to five lands.
- 6Repeat.
- 7If you control five lands that can tap to produce at least
, this combo nets infinite mana, and you may blink any other permanent besides Peregrine Drake.
Peregrine Drake + Panharmonicon + Venser, Shaper Savant
- 1Activate up to five lands by tapping them, adding at least
.
- 2Cast Peregrine Drake by paying
.
- 3When Peregrine Drake enters, it triggers twice. Resolve the first trigger, untapping five lands.
- 4Holding priority, activate up to five lands by tapping them, adding at least
.
- 5Resolve the second Peregrine Drake trigger, untapping five lands.
- 6Cast Venser either from your hand or from the command zone by paying
plus commander tax if applicable.
- 7When Venser enters, it triggers twice, returning it and Peregrine Drake from the battlefield to your hand.
- 8Repeat.
Ghostly Flicker + Peregrine Drake + Eternal Witness
- 1Activate up to five lands by tapping them, adding at least
.
- 2Cast Ghostly Flicker by paying
, blinking Eternal Witness and Peregrine Drake.
- 3When Eternal Witness and Peregrine Drake enter the battlefield, their abilities trigger.
- 4Resolve the Eternal Witness trigger, returning Ghostly Flicker to your hand from your graveyard.
- 5Resolve the Peregrine Drake trigger, untapping up to five lands.
- 6Repeat.
Displace + Peregrine Drake + Archaeomancer
- 1Activate up to five lands by tapping them, adding
.
- 2Cast Displace by paying
, blinking Archaeomancer and Peregrine Drake.
- 3When Peregrine Drake and Archaeomancer enter the battlefield, they trigger.
- 4Resolve the Peregrine Drake trigger, untapping up to five lands you control.
- 5Resolve the Archaeomancer trigger, returning Displace to your hand from your graveyard.
- 6Repeat.
Hullbreaker Horror + Peregrine Drake + Cloud of Faeries
- 1Activate up to five lands by tapping them, adding at least
.
- 2Cast Peregrine Drake by paying
.
- 3Hullbreaker Horror triggers, returning Cloud of Faeries to your hand from the battlefield.
- 4When Peregrine Drake enters the battlefield, it triggers, untapping up to five lands.
- 5Activate up to two lands by tapping them, adding at least
.
- 6Cast Cloud of Faeries by paying
.
- 7Hullbreaker Horror triggers, returning Peregrine Drake to your hand from the battlefield.
- 8When Cloud of Faeries enters the battlefield, it triggers, untapping up to two lands.
Peregrine Drake + Emiel the Blessed
- 1Activate up to five lands by tapping them, adding at least
.
- 2Activate Emiel the Blessed by paying
, blinking Peregrine Drake.
- 3When Peregrine Drake enters the battlefield, it triggers, untapping up to five lands.
- 4Repeat.
Peregrine Drake + Venser, Shaper Savant + Starfield Vocalist
- 1Activate up to five lands by tapping them, adding at least
.
- 2Cast Peregrine Drake by paying
.
- 3When Peregrine Drake enters, it triggers twice. Resolve the first trigger, untapping five lands.
- 4Holding priority, activate up to five lands by tapping them, adding at least
.
- 5Resolve the second Peregrine Drake trigger, untapping five lands.
- 6Cast Venser either from your hand or from the command zone by paying
plus commander tax if applicable.
- 7When Venser enters, it triggers twice, returning it and Peregrine Drake from the battlefield to your hand.
- 8Repeat.
Legal formats
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Meta decks with Peregrine Drake
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne









