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Rules guide · Enchantment Creature

Summon: FenrirHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Final Fantasy· June 13, 2025
Carte Magic Summon: Fenrir

Summon: Fenrir 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.

01

Official card text

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it. III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.

Complete guide

Summon: Fenrir is a unique enchantment creature that combines the storytelling mechanics of a Saga with the utility of a Wolf. As it progresses through its chapters, it provides ramp, buffs your upcoming threats, and potentially refills your hand.

Living Through the Legend

Summon: Fenrir enters the battlefield with a lore counter, immediately triggering its first chapter. Unlike traditional Sagas, Fenrir is also a creature, meaning it can attack and block while its story unfolds. Each turn after your draw step, a new lore counter is added, pushing the narrative forward until the third chapter resolves, at which point the card is sacrificed.

A Step-by-Step Evolution

Chapter I (Crescent Fang) triggers upon entry, allowing you to search for a basic land to put onto the battlefield tapped. In your next turn, Chapter II (Heavenward Howl) creates a delayed trigger: the next creature spell you cast that turn will enter with an extra +1/+1 counter. Finally, Chapter III (Ecliptic Growl) checks the board state upon resolution; if you control a creature with the highest power (or tied for it), you draw a card. Once this final ability leaves the stack, Fenrir is sacrificed as a state-based action.

Common Pitfalls

Timing is crucial for Chapter II; the +1/+1 counter bonus only applies to the very next creature spell you cast that turn. If you cast a non-creature spell first, the effect stays active, but if you cast a small creature before a big one, the small one gets the counter. For Chapter III, the 'greatest power' check happens only when the ability resolves, not when it triggers. If your largest creature is removed in response, you may not get to draw.

When to Unleash the Wolf

Summon: Fenrir is best played early to maximize the mana ramp from Chapter I. Because it is a Saga creature, it provides two card types for delirium and benefits from enchantress effects, making it a versatile tool for midrange decks looking to bridge the gap between early development and late-game power.

Interaction examples

Consistency in Ramping

On turn three, you play Summon: Fenrir. Chapter I triggers, and you search for a Forest. On turn four, after your draw step, Chapter II triggers. You then cast Sakura-Tribe Elder. Because of Fenrir's 'Heavenward Howl', the Elder enters as a 2/2 rather than a 1/1. You can then sacrifice the Elder to find another land, having successfully used Fenrir to both ramp and provide a temporary defensive body.

Maximizing the Draw

You have Summon: Fenrir with two counters. At the start of your precombat main phase, it gains a third counter, triggering Ecliptic Growl. In response to the trigger, you cast Solemn Simulacrum using flash (via another effect) or simply rely on an existing creature. If Solemn Simulacrum is the creature with the greatest power when Ecliptic Growl resolves, you draw a card. Afterward, Fenrir is sacrificed.

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

How it works : Summon: Fenrir

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won't trigger again.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Saga creatures have two sections to their text boxes. The first section, above the type line, contains their chapter abilities, and the second section, below the type line, contains any other abilities (or italicized flavor text). Any abilities in the latter section aren't chapter abilities and apply no matter how many lore counters are on the creature.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    As a Saga enters, its controller puts a lore counter on it. As your first main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Due to a rules change that takes effect with this release (see below for details), a Saga that somehow loses all of its chapter abilities will not be sacrificed as a state-based action. It will also not gain a lore counter at the beginning of each of its controller's first main phases.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Removing lore counters won't cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.

    No other card is named in this ruling.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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