Scarecrow 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
,
: Prevent all damage that would be dealt to you this turn by creatures with flying.
Complete guide
Scarecrow is a classic artifact creature that stands guard against threats from above. While its mana cost and activation are steep, it provides a unique shield that neutralizes the impact of flying creatures for an entire turn. Understanding how to maximize this mechanical guardian is key to surviving aerial assaults in slower game formats.
A Shield Against the Skies
Scarecrow possesses a powerful activated ability that costs six mana and requires tapping the creature. Once activated, it creates a prevention effect that lasts for the remainder of the turn. This effect specifically looks for the 'flying' keyword on any creature attempting to deal damage to you. If a creature has flying, all damage it would deal to you—whether it is combat damage or non-combat damage from an ability—is reduced to zero.
Step-by-Step Resolution
To use Scarecrow, you must first ensure it does not have summoning sickness. During any player's turn, usually before the declare blockers step or in response to a damage-dealing ability, you pay six mana and tap Scarecrow. The ability goes on the stack. Once it resolves, a continuous prevention effect is established. Even if the Scarecrow leaves the battlefield later that turn, the protection remains active until the cleanup step. Note that this only protects you, the player; your planeswalkers or other creatures can still be damaged by flyers.
Strategic Deployment
Because Scarecrow is an artifact creature, it benefits from tribal synergies and artifact recursion. It is often best utilized in decks that can generate large amounts of mana or those that can recur it from the graveyard if it is destroyed. Since the activation cost is high, keeping it as a deterrent can often force opponents to commit their flying attackers elsewhere or bait them into using removal spells before they swing for lethal damage.
Common Pitfalls
A common mistake is assuming Scarecrow only stops combat damage. According to official rulings, it prevents all forms of damage from flying sources, including activated or triggered abilities. However, remember that the creature must have flying at the time the damage would be dealt. if an opponent's creature loses flying after you activate the ability but before damage is dealt, Scarecrow will no longer prevent that damage.
Interaction examples
With Reaper King on the battlefield, Scarecrow becomes a 2/2 creature. More importantly, if you use a card like Scarecrone to bring Scarecrow back from the graveyard while Reaper King is out, Reaper King's ability triggers, allowing you to destroy any target permanent. This turns your defensive Scarecrow into a proactive piece of removal.
If an opponent targets your Scarecrow with a destruction spell like Boggart Arsonists, you can respond by activating Scarecrone's first ability. By paying one mana and sacrificing Scarecrow, you draw a card. Later, you can use Scarecrone's second ability for four mana to return the Scarecrow back to the battlefield, ready to block the skies again.
If you play Roaming Throne and choose 'Scarecrow' as the creature type, it becomes a Scarecrow. When you subsequently cast Scarecrow, Reaper King's destruction ability triggers. Because Roaming Throne is on the battlefield, that triggered ability triggers an additional time, allowing you to destroy two target permanents instead of one.
While Scarecrow defends you from flyers, you can use Wickersmith's Tools to build a wider board. If you have accumulated charge counters on the Tools, you can sacrifice it to create multiple 2/2 Scarecrow tokens. These tokens will not have the damage prevention ability of the original Scarecrow card, but they will trigger other Scarecrow-related effects like those from Reaper King.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Scarecrow
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Even prevents non-combat damage from flying creatures.
No other card is named in this ruling.
Interactions with other cards
These cards' text mentions Scarecrow.

Whenever one or more -1/-1 counters are put on a creature, put a charge counter on this artifact. {T}: Add one mana of any color. {5}, {T}, Sacrifice this artifact: Create X tapped 2/2 colorless Scarecrow artifact creature tokens, where X is the number of charge counters on this artifact.

{1}, Sacrifice a Scarecrow: Draw a card. {4}, {T}: Return target artifact creature card from your graveyard to the battlefield.

({2/W} can be paid with any two mana or with {W}. This card's mana value is 10.) Other Scarecrow creatures you control get +1/+1. Whenever another Scarecrow you control enters, destroy target permanent.

Plainswalk (This creature can't be blocked as long as defending player controls a Plains.) {2}{R}, Sacrifice this creature: Destroy target Scarecrow or Plains.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Scarecrow
No archived Top 8 deck with this card yet.



Roaming Throne