Pridemalkin 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
When this creature enters, put a +1/+1 counter on target creature you control. Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Complete guide
Pridemalkin is a versatile Cat creature that brings both muscle and mobility to your green decks. Not only does it boost a teammate upon arrival, but it also ensures your largest threats can push through enemy defenses. Understanding how it grants trample is key to maintaining pressure on the battlefield.
A Stampede of Counters
Pridemalkin features two distinct abilities. The first is a triggered ability that occurs when it enters the battlefield, allowing you to place a +1/+1 counter on target creature you control. The second is a static ability that grants trample to every creature you control, including Pridemalkin itself, provided they have at least one +1/+1 counter on them.
Step-by-Step Resolution
When Pridemalkin successfully enters the battlefield, its triggered ability is put on the stack. You must choose a target creature you control at this time; this can be Pridemalkin itself or any other creature you control. If the target is still legal when the ability resolves, that creature receives a +1/+1 counter. Immediately, Pridemalkin’s static ability checks all your creatures; any creature now holding a +1/+1 counter gains trample instantly without using the stack.
Static vs. Triggered Mechanics
A common mistake is thinking the trample effect is tied to the entry trigger. It is not. If Pridemalkin is removed from the battlefield, your other creatures with counters lose trample immediately. Conversely, if you add a counter to a creature using a different spell or ability while Pridemalkin is present, that creature will gain trample automatically.
When to Deploy the Cat
Pridemalkin is best played when you already have a high-power creature that is being blocked by small 'chump' blockers. By giving that creature trample, you force your opponent to take the excess damage. It is also a solid turn-three play to buff a turn-two creature, allowing you to start aggressive attacks early in the game.
Interaction examples
You cast Pridemalkin on an empty board. When it enters, you target Pridemalkin with its own ability. It becomes a 3/2 creature with a +1/+1 counter. Because it has a counter, its second ability applies to itself, making it a 3/2 with trample.
You have Solemn Simulacrum on the battlefield. You cast Pridemalkin and target the Golem with the entry trigger. Solemn Simulacrum receives a +1/+1 counter, becoming a 3/3. Because Pridemalkin is on the battlefield, the Golem now has trample, allowing it to deal damage over small blockers.
If you target Sakura-Tribe Elder with Pridemalkin's trigger, but you sacrifice the Elder in response to fetch a land, Pridemalkin's ability will fizzle (fail to resolve) because its target is gone. No counter is placed, and no trample is granted to the now-absent Snake Shaman.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Pridemalkin
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Pridemalkin can be the target of its own first ability.
No other card is named in this ruling.
- #2· Wizards of the Coast
Pridemalkin's second ability applies to Pridemalkin as long as it has a +1/+1 counter on it.
No other card is named in this ruling.
Legal formats
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Meta decks with Pridemalkin
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Sakura-Tribe Elder