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Rules guide · Instant

Run WildHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Onslaught· October 7, 2002
Carte Magic Run Wild

Run Wild 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

Until end of turn, target creature gains trample and "{G}: Regenerate this creature."

Complete guide

Run Wild is a versatile green instant that provides both offensive pressure and a safety net for your most important creatures. By granting trample and a repeatable regeneration shield, it ensures your threats can punch through blockers while surviving combat or removal spells.

What Run Wild Does

For just one green mana, Run Wild grants a target creature two distinct benefits until the end of the turn. First, it gains trample, allowing excess damage to carry over to the opponent or planeswalker. Second, the creature gains an activated ability: by paying one green mana, you create a regeneration shield that will save it from being destroyed the next time it would take lethal damage or be hit by a 'destroy' effect.

Resolving Step by Step

When you cast Run Wild, you choose a target creature. Once the spell resolves, the creature immediately gains trample and the new ability. You can then activate the regeneration ability as many times as you can pay the cost. When the regeneration shield is 'used,' the creature is tapped, removed from combat, and all damage is marked off it, but it remains on the battlefield.

Common Mistakes

A common error is waiting until the creature is already in the graveyard to try and use the ability. Regeneration is a 'shield' that must be set up before the destruction event happens. Additionally, remember that regeneration does not work against effects that say 'sacrifice' or 'exile,' nor does it prevent a creature from dying due to having zero toughness.

When to Play It

The best time to cast Run Wild is during the declare blockers step if you want to maximize trample damage, or in response to a destruction spell like a board wipe. Since the ability granted lasts until end of turn, you can activate the regeneration shield immediately after the spell resolves to protect your creature for the rest of the turn's interactions.

Interaction examples

Trample and Protection

You cast Run Wild on your 5/5 creature after your opponent blocks with a 1/1 token. Your creature now has trample and can deal 4 damage to the opponent. If they try to use a removal spell to stop the damage, you can pay one green mana to regenerate it, keeping your threat on the board.

Layering Defenses

If an opponent casts a spell that prevents creatures from being regenerated, you can cast Heroic Intervention. While Run Wild provides a shield against basic destruction, Heroic Intervention grants indestructible, ensuring the creature survives even if the regeneration shield is bypassed by specific 'cannot be regenerated' clauses.

Strategic Sequencing

During your opponent's end step, you can use Worldly Tutor to put a massive creature on top of your library. Once you draw and play that creature on your turn, Run Wild becomes the perfect follow-up to ensure that your newly summoned threat cannot be easily destroyed by the opponent's sorcery-speed removal.

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

How it works : Run Wild

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacyvintagecommanderoathbreakerduelpremodernpredhtlr
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