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Savage VentmawHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Foundations· November 15, 2024
Carte Magic Savage Ventmaw

Savage Ventmaw 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.

01

Official card text

Flying Whenever this creature attacks, add {R}{R}{R}{G}{G}{G}. Until end of turn, you don't lose this mana as steps and phases end.

Complete guide

Savage Ventmaw is a powerful Dragon that fuels your most ambitious plays by generating massive amounts of mana simply by going to combat. Unlike typical mana sources, the mana this creature provides stays in your pool throughout the entire turn, allowing for complex strategic sequencing. Whether you are casting huge spells or activating abilities, this flyer ensures your resources are plentiful.

What It Does

Savage Ventmaw is a 4/4 creature with Flying that possesses a powerful triggered ability. Whenever it is declared as an attacker, you immediately add six mana to your mana pool: three red mana and three green mana. The most important clause of this ability is that you do not lose this mana as steps and phases end. Normally, mana empties from your pool at the end of each step, but Savage Ventmaw allows you to keep this mana available all the way through your second main phase and even your end step.

Step-by-Step Resolution

First, you must move to the combat phase and declare Savage Ventmaw as an attacker. This puts the mana-generating ability on the stack. Once the ability resolves, {R}{R}{R}{G}{G}{G} is added to your mana pool. You can then use this mana during the declare blockers step, the combat damage step, or wait until your post-combat main phase. The mana persists even if the creature is destroyed or exiled after the ability has triggered and resolved.

Common Mistakes

A common mistake is thinking you must spend the mana immediately during combat. Because of the specific wording 'you don't lose this mana as steps and phases end,' you can safely wait until your second main phase to cast non-instant spells. However, remember that this effect only lasts 'until end of turn.' If you have a way to take an extra turn, the mana will still empty at the very end of the current turn's cleanup step.

When to Play It

This card excels in decks that have high-cost finishers or mana-sink abilities. It is best played when you have a way to give it Haste, allowing you to recoup its mana cost the same turn it enters the battlefield. It also synergizes perfectly with effects that provide extra combat phases, as each attack will trigger the ability again, resulting in an even larger stockpile of mana.

Interaction examples

Multi-Phase Momentum

You attack with Savage Ventmaw and receive {R}{R}{R}{G}{G}{G}. After combat damage is dealt, you move to your second main phase. Despite the transition between phases, all six mana remains in your pool, allowing you to cast a large creature or multiple spells even if your lands are already tapped.

The Ultimate Combat Trigger

When you attack with both creatures, both abilities trigger. You can order them so Savage Ventmaw resolves first, giving you six mana. Then, Etali, Primal Storm exiles cards from libraries. If Etali exiles a card with an 'X' in its cost or an activated ability, you can use the mana from the Ventmaw to pay for those costs immediately during the combat phase.

Untapping for Defense

After attacking and gaining mana with Savage Ventmaw, you might use some of it to cast a spell in your second main phase. If you have mana left over, you can use it to activate abilities on your opponents' turns. Seedborn Muse will ensure your lands and Savage Ventmaw are untapped and ready to defend or prepare for another attack on your next turn.

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

How it works : Savage Ventmaw

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    This mana won't be lost as steps and phases end for the remainder of the turn even if Savage Ventmaw leaves the battlefield during the turn.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Savage Ventmaw
+Aggravated Assault
#1

Savage Ventmaw + Aggravated Assault

Infinite combat damageInfinite combat phasesInfinite green manaInfinite mana creatures you control can produce
  1. 1Declare Savage Ventmaw as an attacker, attacking an opponent unable to block and kill it.
  2. 2Savage Ventmaw triggers, adding {R}{R}{R}{G}{G}{G}.
  3. 3Move to your post-combat main phase.
  4. 4Activate Aggravated Assault by paying {3}{R}{R}, untapping all creatures you control and causing you to get an additional combat and main phase after this one.
  5. 5Repeat.
Grand Warlord Radha
+Hellkite Charger
+Savage Ventmaw
#2

Grand Warlord Radha + Hellkite Charger + Savage Ventmaw

Infinite combat phasesInfinite green manaInfinite red mana
  1. 1Declare Radha, Hellkite Charger and Savage Ventmaw as attackers.
  2. 2Radha, Savage Ventmaw and Hellkite Charger trigger.
  3. 3Resolve the Savage Ventmaw trigger, adding {R}{R}{R}{G}{G}{G}.
  4. 4Resolve the Radha trigger, adding at least {3}.
  5. 5Resolve the Hellkite Charger trigger, choosing to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one.
  6. 6Repeat.
Radha, Heir to Keld
+Savage Ventmaw
+Hellkite Charger
#3

Radha, Heir to Keld + Savage Ventmaw + Hellkite Charger

Infinite combat phasesInfinite green manaInfinite red mana
  1. 1Declare Radha, Savage Ventmaw and Hellkite Charger as attackers, triggering their abilities.
  2. 2Resolve the Radha trigger, adding {R}{R}.
  3. 3Resolve the Savage Ventmaw trigger, adding {R}{R}{R}{G}{G}{G}.
  4. 4Resolve the Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one.
  5. 5Repeat each combat phase.
Hellkite Charger
+Savage Ventmaw
+Druids' Repository
#4

Hellkite Charger + Savage Ventmaw + Druids' Repository

Infinite charge counters on a permanentInfinite colored manaInfinite combat phases
  1. 1Declare Hellkite Charger and Savage Ventmaw as attackers.Druids' Repository's first ability triggers twice, and Savage Ventmaw and Hellkite Charger trigger once.
  2. 2Resolve the Savage Ventmaw trigger, adding {R}{R}{R}{G}{G}{G}.
  3. 3Resolve both Druid's Repository triggers, putting two charge counters on it.
  4. 4Activate Druid's Repository by removing a charge counter from it, adding {1}.
  5. 5Resolve the Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one.
  6. 6Repeat each combat phase.
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki
+Combat Celebrant
+Savage Ventmaw
#5

Fable of the Mirror-Breaker // Reflection of Kiki-Jiki + Combat Celebrant + Savage Ventmaw

Infinite combat phasesInfinite creature ETBInfinite creature LTBInfinite creature sacrifice triggers
  1. 1Activate Reflection of KIki-Jiki by paying {1} and tapping it, creating a token copy of Combat Celebrant with haste.
  2. 2Declare Savage Ventmaw and Combat Celebrant token as attackers, choosing to exert Combat Celebrant as it attacks.
  3. 3When you attack, Savage Ventmaw and the Combat Celebrant token trigger.
  4. 4Resolve the token's trigger, untapping all other creatures you control and causing you to get an additional combat phase after this one.
  5. 5Resolve Savage Ventmaw's trigger, adding mana.
  6. 6Repeat.
Najeela, the Blade-Blossom
+Savage Ventmaw
+Chromatic Orrery
#6

Najeela, the Blade-Blossom + Savage Ventmaw + Chromatic Orrery

Infinite colored manaInfinite combat phasesInfinite creature tokens with hasteInfinite creature ETB
  1. 1Declare Najeela and Savage Ventmaw as attackers, triggering their abilities.
  2. 2Resolve the Savage Ventmaw trigger, adding {6}.
  3. 3Resolve the Najeela trigger, creating a 1/1 Warrior creature token that is tapped and attacking.
  4. 4Activate Najeela by paying {5}, untapping all attacking creatures, giving them trample, lifelink and haste, and gaining an additional combat phase after this one.
  5. 5Repeat each combat phase.
Najeela, the Blade-Blossom
+Savage Ventmaw
+Mycosynth Lattice
#7

Najeela, the Blade-Blossom + Savage Ventmaw + Mycosynth Lattice

Infinite colored manaInfinite combat phasesInfinite creature tokens with hasteInfinite creature ETB
  1. 1Declare Najeela and Savage Ventmaw as attackers, triggering their abilities.
  2. 2Resolve the Savage Ventmaw trigger, adding {6}.
  3. 3Resolve the Najeela trigger, creating a 1/1 Warrior creature token that is tapped and attacking.
  4. 4Activate Najeela by paying {5}, untapping all attacking creatures, giving them trample, lifelink and haste, and gaining an additional combat phase after this one.
  5. 5Repeat each combat phase.
Kirri, Talented Sprout
+Waves of Aggression
+Savage Ventmaw
#8

Kirri, Talented Sprout + Waves of Aggression + Savage Ventmaw

Infinite combat phasesInfinite green manaInfinite magecraft triggersInfinite red mana
  1. 1Declare Savage Ventmaw as an attacker.
  2. 2Savage Ventmaw triggers, adding {R}{R}{R}{G}{G}{G}.
  3. 3At the beginning of your postcombat main phase, Kirri triggers, returning a land card from your graveyard to the battlefield.
  4. 4Cast Waves of Aggression from your graveyard for its retrace cost by paying {3}{R}{R} and discarding a land card, causing you to untap all creatures that attacked this turn, and to get an additional combat and main phase after this one.
  5. 5Repeat.
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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