Sarulf's Packmate 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, draw a card. Foretell(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Complete guide
Sarulf's Packmate is a versatile Wolf creature that provides immediate card advantage upon entering the battlefield. By utilizing the Foretell mechanic, players can split its mana cost across two turns to smooth out their early game curve. This card is a staple for green decks looking for efficient blockers that replace themselves in hand.
Understanding Foretell
Foretell is a special action that allows you to pay {2} and exile Sarulf's Packmate from your hand face down during your turn. This action does not use the stack and cannot be responded to by opponents. Once exiled, you can cast the creature on any of your later turns for its Foretell cost of {1}{G}. Note that you cannot cast a card you foretold on the same turn you exiled it.
The Entrance Trigger
When Sarulf's Packmate enters the battlefield, whether cast from your hand or from exile via Foretell, its triggered ability goes on the stack. When this ability resolves, you draw a card. This ensures that even if the creature is removed immediately afterward, you have already gained value from the spell.
Strategic Timing and Casting
While exiling the card is a special action, casting it from exile follows normal timing rules. Since Sarulf's Packmate is a creature without flash, you must wait for your own main phase with an empty stack to cast it from the Foretell zone. You cannot choose to pay alternative costs when casting it this way, but the card remains protected from hand-discard effects while in exile.
Interaction examples
You cast Sarulf's Packmate for its Foretell cost, and it enters the battlefield, allowing you to draw a card. Later, you cast Eternal Witness. When Eternal Witness enters, you target a card in your graveyard to return to your hand. By combining these, you maintain a high hand size while building a board presence of creatures.
On turn two, you spend {2} to Foretell Sarulf's Packmate. On turn three, you cast it for {1}{G} and draw a card. On turn four, you cast Solemn Simulacrum to search for a basic land. Both creatures provide immediate resources upon entering, ensuring you don't fall behind in cards or mana while putting bodies on the table.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Sarulf's Packmate
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
Card named in this ruling
- #2· Wizards of the Coast
Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
Card named in this ruling
- #3· Wizards of the Coast
If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
Card named in this ruling
Related cards and tokens
Legal formats
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Meta decks with Sarulf's Packmate
No archived Top 8 deck with this card yet.



Eternal Witness
Solemn Simulacrum