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Rampaging FerocidonHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Duskmourn: House of Horror Commander· September 27, 2024
Carte Magic Rampaging Ferocidon

Rampaging Ferocidon 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.

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Official card text

Menace Players can't gain life. Whenever another creature enters, this creature deals 1 damage to that creature's controller.

Complete guide

Rampaging Ferocidon is a powerhouse in aggressive decks, designed to punish creature-heavy strategies and shut down life gain entirely. This red Dinosaur ensures that the game keeps moving toward a zero-life conclusion for everyone involved. Whether you are facing a swarm of tokens or a life-gaining control deck, this creature is a must-have for maintaining pressure.

Stifling the Soul

The most significant passive effect of Rampaging Ferocidon is its ability to prevent players from gaining life. This is a hard replacement effect; if an ability or spell says a player gains life, that specific part of the effect simply does not happen. Other parts of the spell, like drawing a card or dealing damage, will still resolve normally. Furthermore, if an effect would set a player's life total to a higher number than their current total, the Ferocidon prevents that change entirely.

Step-by-Step Resolution

The triggered ability of Rampaging Ferocidon occurs whenever another creature enters the battlefield. First, a creature enters the battlefield under any player's control. Second, the Ferocidon's ability triggers and is placed on the stack. Third, once the ability resolves, it deals 1 damage to the player who controls that new creature. Note that this includes creatures entering under your own control, making it a double-edged sword in aggressive mirrors.

Strategic Timing

You should play Rampaging Ferocidon when you want to lock in your lead and prevent your opponent from stabilizing. Its menace keyword makes it difficult to block, requiring two creatures to stop it. It is particularly effective against 'blink' or 'token' strategies where multiple creatures enter in a single turn, as each individual entry will trigger the 1-damage penalty.

Common Misconceptions

A common mistake is forgetting that Rampaging Ferocidon's ability triggers for your own creatures as well. It is also important to remember that if the Ferocidon and another creature enter the battlefield at the exact same time (for example, through a mass resurrection effect), the Ferocidon will see that creature and trigger its damage ability.

Interaction examples

Automated Damage

If you control Rampaging Ferocidon and cast Solemn Simulacrum, the Simulacrum enters the battlefield. This triggers the Ferocidon. You will take 1 damage from the Ferocidon's ability, and then you may resolve the Simulacrum's ability to search for a land.

Doubling the Pain

If you control Rampaging Ferocidon and Roaming Throne enters the battlefield, you must first choose a creature type for the Throne. If you choose 'Dinosaur', the Throne becomes a Dinosaur Golem. Because the Throne entered, the Ferocidon triggers. Furthermore, since the Throne is a Dinosaur you control, it causes the Ferocidon's triggered ability to trigger an additional time. You will take 1 damage twice, totaling 2 damage.

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

How it works : Rampaging Ferocidon

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Spells and abilities that cause players to gain life still resolve while Rampaging Ferocidon is on the battlefield. No player will gain life, but any other effects of that spell or ability will happen.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If an effect says to set a player's life total to a number that's higher than the player's current life total while Rampaging Ferocidon is on the battlefield, the player's life total doesn't change.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Rampaging Ferocidon's last ability triggers whenever any player has a creature enter the battlefield, including you.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If another creature enters the battlefield at the same time as Rampaging Ferocidon, its last ability triggers.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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