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ShriekmawHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Lorwyn Eclipsed Commander· January 23, 2026
Carte Magic Shriekmaw

Shriekmaw 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

Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When this creature enters, destroy target nonartifact, nonblack creature. Evoke {1}{B} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)

Complete guide

Shriekmaw is a classic piece of black removal that doubles as an intimidating creature, offering players a flexible choice between a cheap spell or a late-game threat. As a staple in many formats, understanding its Evoke keyword and enter-the-battlefield trigger is essential for maximizing its value on the board.

How Shriekmaw Works

Shriekmaw features two primary modes: you can cast it for its full cost of five mana to get a 3/2 creature with Fear, or cast it for its Evoke cost of two mana. Regardless of which cost you pay, its ability to destroy a target nonartifact, nonblack creature triggers as soon as it enters the battlefield. If the Evoke cost was paid, a second triggered ability also goes on the stack, forcing you to sacrifice the creature.

Stacking the Triggers

When you Evoke Shriekmaw, two separate abilities trigger simultaneously when it enters: the 'destroy target creature' ability and the 'sacrifice this' evoke ability. As the controller, you choose the order they are placed on the stack. According to official rulings, you can resolve the destruction ability first, and even respond with other spells or abilities before the sacrifice trigger eventually resolves and removes Shriekmaw from play.

Strategic Timing and Constraints

It is important to remember that Shriekmaw cannot target artifact creatures or black creatures due to its specific targeting restrictions. Additionally, while Fear makes it difficult to block, this evasion only matters if Shriekmaw stays on the battlefield. When you are low on mana but need to remove a threat, use the Evoke cost; if you have five mana and want to establish board presence, cast it for its full cost.

Interaction examples

Evoking for Value

You pay 1B to cast Shriekmaw via Evoke. It enters the battlefield, and you target an opponent's green creature with its ability. You choose to let the destruction ability resolve first, killing the target, then the evoke trigger resolves, and you sacrifice Shriekmaw. You have successfully traded two mana for their creature.

Double the Destruction

With Roaming Throne on the battlefield naming 'Elemental,' you cast Shriekmaw. Because Roaming Throne causes the triggered abilities of your Elementals to trigger an additional time, Shriekmaw's enter-the-battlefield ability triggers twice, allowing you to destroy two eligible creatures. If you evoked it, the sacrifice ability also triggers twice, though the second one will do nothing as the creature is already gone.

Targeting Limitations

If your opponent controls Solemn Simulacrum, you cannot target it with Shriekmaw's ability because Solemn Simulacrum is an artifact creature. Shriekmaw's ability specifically states it must target a 'nonartifact' creature.

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

How it works : Shriekmaw

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an evoke cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you pay the evoke cost, you can have Shriekmaw's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Shriekmaw.

    No other card is named in this ruling.

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Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredh
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