Savage Punch 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
Target creature you control fights target creature you don't control. Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.
How it works : Savage Punch
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You can’t cast Savage Punch unless you target both a creature you control and a creature you don’t control.
No other card is named in this ruling.
- #2· Wizards of the Coast
If either target is an illegal target when Savage Punch tries to resolve, neither creature will deal or be dealt damage.
No other card is named in this ruling.
- #3· Wizards of the Coast
Assuming the ferocious ability applies, if just the creature you control is an illegal target when Savage Punch tries to resolve, it won’t get +2/+2 until end of turn. If the creature you control is a legal target but the creature you don’t control isn’t, the creature you control will get +2/+2 until end of turn.
No other card is named in this ruling.
- #4· Wizards of the Coast
Some ferocious abilities that appear on instants and sorceries use the word “instead.” These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.
No other card is named in this ruling.
- #5· Wizards of the Coast
Ferocious abilities of instants and sorceries that don’t use the word “instead” will provide an additional effect if you control a creature with power 4 or greater as they resolve.
No other card is named in this ruling.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Savage Punch
No archived Top 8 deck with this card yet.




