Signature Slam 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
Put a +1/+1 counter on target creature you control, then each modified creature you control deals damage equal to its power to target creature you don't control. (Equipment, Auras you control, and counters are modifications.)
Complete guide
Signature Slam is a powerful green removal spell that rewards you for enhancing your army. By combining a permanent buff with a synchronized strike from your modified forces, it can easily clear away a problematic blocker.
What It Does
Signature Slam has two main effects: it places a +1/+1 counter on a creature you control, and then prompts all your modified creatures to deal damage to a creature you don't control. A creature counts as modified if it has a counter on it, is equipped, or is enchanted by an Aura you control.
How It Resolves Step by Step
First, you choose two targets: one creature you control and one you don't. Upon resolution, the counter is placed first. Next, the game checks which of your creatures are modified. Finally, each of those creatures deals damage equal to their current power to the enemy target simultaneously.
Common Mistakes
Keep in mind that the source of the damage is the creatures themselves, not the spell. If one of your creatures has deathtouch or lifelink, those abilities will apply to the damage dealt. Also, remember that Auras controlled by an opponent do not make your creature modified.
When to Play It
This spell is best used when you have a wide board of creatures with counters or equipment. Since it is an instant, you can use it to blow out an opponent's attacker or respond to their removal spells to ensure your damage still goes through.
Interaction examples
If your opponent casts Beast Within to destroy the creature you targeted to receive a counter, Signature Slam still resolves. While that creature won't get a counter, any other modified creatures you control will still deal damage to the enemy target.
If your opponent tries to target your creatures in response to Signature Slam, you can cast Heroic Intervention. Your creatures gain hexproof, ensuring they remain on the battlefield so they can contribute their power to the 'Slam' when the spell resolves.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Signature Slam
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If the creature you control is an illegal target as Signature Slam tries to resolve but the creature you don't control is still a legal target, each modified creature you control (which may include the target creature you control if it's still on the battlefield) will still deal damage equal to its power to the creature you don't control.
No other card is named in this ruling.
- #2· Wizards of the Coast
If the creature you don't control is an illegal target as Signature Slam tries to resolve but the creature you control is a legal target, you'll still put a +1/+1 counter on the target creature you control.
No other card is named in this ruling.
- #3· Wizards of the Coast
An Aura controlled by another player does not cause a creature you control to be modified.
No other card is named in this ruling.
- #4· Wizards of the Coast
A creature with a counter on it is considered modified no matter what kind of counter it is or which player put it on that creature.
No other card is named in this ruling.
- #5· Wizards of the Coast
A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.
No other card is named in this ruling.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Signature Slam
No archived Top 8 deck with this card yet.



Beast Within
Heroic Intervention