Run Over 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
This spell costsless to cast if it targets a Mount or Vehicle you control. Target creature you control deals damage equal to its power to target creature an opponent controls.
Complete guide
Run Over is an efficient removal spell that rewards players for utilizing specialized machinery or sturdy steeds in their deck. This instant allows one of your creatures to strike down an opponent's threat without receiving any damage in return. It is a classic 'punch' spell that becomes even more affordable when your Mounts or Vehicles are involved.
What it Does
Run Over is a green instant that targets one creature you control and one creature an opponent controls. The creature you control deals damage equal to its power to the opponent's creature. Crucially, the spell includes a cost-reduction ability: if your chosen target creature you control is a Mount or a Vehicle, the spell costs {1} less to cast, meaning you only pay {G}.
Step-by-Step Resolution
First, you cast the spell by choosing both targets: your creature and an opponent's creature. If your creature is a Mount or Vehicle, you pay the reduced cost. Upon resolution, the game checks the power of your creature. Your creature then deals that amount of damage to the opponent's creature. Note that this is not a 'fight' effect; the opponent's creature does not deal any damage back to yours.
Common Mistakes
A common error is attempting to cast this spell when you do not control any creatures, or when your opponent has no creatures to target. Both targets must be legal for the spell to be cast and to resolve. If your creature leaves the battlefield before Run Over resolves, the spell will fail to deal damage because its source is no longer present to calculate power. Similarly, if the opponent's creature gains Hexproof, the spell will fizzle.
When to Play It
Because Run Over is an instant, it is excellent for disrupting an opponent's combat phase or responding to a pump spell. If you are playing a deck focused on Vehicles (like a pilot deck) or Mounts (from the Outlaws of Thunder Junction set), you should prioritize using these creatures to ensure you are always playing the spell for a single green mana.
Interaction examples
If you cast Run Over and your opponent responds with a removal spell to destroy your creature, you can cast Heroic Intervention. Heroic Intervention gives your creature Indestructible and Hexproof. This ensures your creature stays on the board so that when Run Over resolves, it can still deal its damage successfully.
If your opponent has a Planeswalker you cannot target with Run Over, you can first use Beast Within to destroy the Planeswalker. The opponent then creates a 3/3 Beast token. You can then use Run Over, targeting one of your large creatures and that new Beast token, to clear their board of any remaining presence.
Imagine you control a 4/4 creature and your opponent controls a 2/2 creature. You cast Run Over targeting both. Upon resolution, your 4/4 deals 4 damage to the 2/2. The 2/2 is destroyed, and your creature remains unharmed since it was not a fight, but a one-sided damage application.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Run Over
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Run Over
No archived Top 8 deck with this card yet.



Heroic Intervention
Beast Within