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Sengir BatsHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Homelands· October 1, 1995
Carte Magic Sengir Bats

Sengir Bats 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.

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Official card text

Flying Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.

Complete guide

Sengir Bats is a classic black flyer that thrives on the demise of its prey. By feeding on the creatures it wounds in combat, it can grow from a small nuisance into a formidable aerial threat. This card rewards strategic blocks and calculated strikes against your opponent's board.

The Thirst for Blood

Sengir Bats features a triggered ability that checks for two conditions: the Bat must have dealt damage to a creature, and that creature must die within the same turn. The damage doesn't have to be lethal; if the Bat nicks a creature for 1 damage and that creature dies later in the turn for any reason, the ability will trigger. This includes combat damage, but if you find a way to make the Bat deal non-combat damage, that counts too.

Step-by-Step Resolution

First, Sengir Bats deals damage to a creature (usually during the combat damage step). Second, that creature must be put into a graveyard from the battlefield later that same turn. Third, the Bat's ability triggers and is put onto the stack. Finally, when the ability resolves, you place a +1/+1 counter on Sengir Bats. If the Bat is no longer on the battlefield when the trigger resolves, the counter simply isn't placed.

Common Pitfalls

A common mistake is thinking the Bat must deliver the killing blow. This is not true; as long as the damage was dealt by the Bat at some point in the turn, the trigger will happen when the creature dies. However, note that if a creature is exiled instead of dying (moving to the graveyard), the Bat will not grow. Also, if Sengir Bats and the other creature die at the exact same time (like in a mutual combat trade), the Bat's ability triggers, but since the Bat is already in the graveyard, it cannot receive the +1/+1 counter.

When to Strike

The best time to use Sengir Bats is when your opponent has small flyers or utility creatures they need to protect. Because the Bat grows permanently with each kill, it forces your opponent into difficult choices: do they lose their creature and make your Bat stronger, or do they refuse to block and take chip damage? It excels in decks that can manipulate combat or finish off wounded creatures with spells.

Interaction examples

Feeding on the Golem

You attack with Sengir Bats and your opponent blocks with Solemn Simulacrum. The Bat deals 1 flying damage to the Golem, and the Golem deals 2 damage to the Bat. Since the Golem has only 2 toughness, it dies from the damage. This triggers the Bat's ability. The opponent may draw a card from the Golem's death, and you put a +1/+1 counter on Sengir Bats, making it a 2/3 creature.

Doubling the Feast

With Roaming Throne on the battlefield naming 'Bat', you attack and damage a creature which then dies. Sengir Bats' ability triggers, and Roaming Throne sees a triggered ability of a Bat triggering, causing it to trigger an additional time. You will resolve two separate instances of the ability, placing two +1/+1 counters on Sengir Bats instead of one.

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

How it works : Sengir Bats

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacypaupervintagecommanderoathbreakerpaupercommanderduelpremodernpredhtlr
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