Scurry of Gremlins 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 enchantment enters, create two 1/1 red Gremlin creature tokens. Then you get an amount of(energy counters) equal to the number of creatures you control. Pay
: Creatures you control get +1/+0 and gain haste until end of turn.
Complete guide
Scurry of Gremlins is a powerhouse enchantment that brings immediate board presence and scales with the size of your army. By rewarding you with energy for every creature you control, it provides both the fuel and the payoff to overrun your opponents.
Generating Energy and Tokens
When Scurry of Gremlins enters the battlefield, its triggered ability goes on the stack. First, it creates two 1/1 red Gremlin creature tokens. Immediately after the tokens are created, it checks how many creatures you control—including the brand-new Gremlins—and grants you that many energy counters ({E}). Because energy counters are associated with you as a player, they do not disappear when the enchantment or the creatures leave the battlefield.
Activating the Payoff
The second ability is an activated ability that costs four energy counters ({E}{E}{E}{E}). Unlike many energy cards, this is not a 'once per turn' effect. As long as you have the energy, you can activate it multiple times. Each resolution gives your current creatures +1/+0 and haste until the end of the turn. This makes it an excellent tool for turning a wide board of creatures into a lethal attacking force instantly.
Common Mistakes
A common error is forgetting to count the new Gremlin tokens when calculating the energy gain; since the tokens are created first, they always contribute to the total. Also, remember that the +1/+0 buff only applies to creatures you control at the moment the activated ability resolves. If you play a new creature after the ability has resolved, that new creature will not have the +1/+0 bonus, though you could activate the ability again to buff everything currently on the board.
When to Play It
This card is best utilized in 'Go-Wide' strategies where you already have a established board presence. Since the energy gain scales with your creature count, playing this while you have three or four creatures out can result in a massive energy windfall, potentially allowing for multiple activations of the haste and power buff on the very same turn.
Interaction examples
If you control no creatures and cast Scurry of Gremlins, it enters and creates two Gremlin tokens. The ability then counts your creatures and sees two Gremlins, giving you a total of {E}{E}. However, if you already controlled three other creatures, the ability would create two Gremlins and then grant you {E}{E}{E}{E}{E} (five energy).
Suppose you have {E}{E} stored. You cast Scurry of Gremlins while controlling two creatures. Upon entry, it creates two Gremlins (bringing your total to four creatures) and gives you {E}{E}{E}{E}. You now have {E}{E}{E}{E}{E}{E}. You can immediately spend {E}{E}{E}{E} to give your four creatures +1/+0 and haste, allowing even the newly created Gremlins to attack that turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Scurry of Gremlins
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
is the energy symbol. It represents one energy counter.
No other card is named in this ruling.
- #2· Wizards of the Coast
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
No other card is named in this ruling.
- #3· Wizards of the Coast
Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
No other card is named in this ruling.
- #4· Wizards of the Coast
If an effect says you get one or more
, you get that many energy counters. To pay one or more
, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
No other card is named in this ruling.
- #5· Wizards of the Coast
Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
No other card is named in this ruling.
- #6· Wizards of the Coast
Some triggered abilities state that you "may pay" a certain amount of
. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of
as the ability resolves.
No other card is named in this ruling.
- #7· Wizards of the Coast
Some triggered abilities that state that you "may pay" a certain amount of
describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
No other card is named in this ruling.
- #8· Wizards of the Coast
If a spell or ability with one or more targets states that you "may pay" some amount of
, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any
even if you want to.
No other card is named in this ruling.
- #9· Wizards of the Coast
Some spells and abilities that give you
may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any
.
No other card is named in this ruling.
Related cards and tokens
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Meta decks with Scurry of Gremlins
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Scurry of Gremlins
Gremlin
