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Rules guide · Enchantment

The Last RoninHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Teenage Mutant Ninja Turtles· March 6, 2026
Carte Magic The Last Ronin

The Last Ronin 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 — Destroy all creatures. II — Mill four cards. When you do, return target creature card from your graveyard to your hand. III — Whenever a creature you control attacks alone this turn, put three +1/+1 counters on it. It gains trample, lifelink, and indestructible until end of turn.

Complete guide

The Last Ronin is a powerful Saga that captures the journey of a lone warrior surviving against all odds. Over three chapters, this enchantment wipes the board, recovers fallen allies, and empowers a single attacker with overwhelming strength. It serves as a perfect cornerstone for decks that want to transition from a defensive board clear to a devastating solo offensive.

A Saga of Destruction and Recovery

The Last Ronin starts by clearing the battlefield with a total board wipe in Chapter I. Chapter II provides graveyard synergy by milling four cards and then allowing you to return a creature card from your graveyard to your hand. Finally, Chapter III provides a massive buff to any creature you control that attacks alone, turning a single threat into an indestructible, lifelinking powerhouse.

Understanding the Reflexive Trigger

Chapter II uses a 'reflexive' triggered ability. When the lore counter is placed, the first part of the ability triggers: you mill four cards. Only after those cards are milled does the second part—'When you do, return target creature card'—trigger and go on the stack. This means you can choose one of the four cards you just milled as your target, giving you more options than a standard targeting ability.

Mastering the Lone Attack

The Chapter III ability creates a delayed triggered ability that lasts for the entire turn. Every time a creature you control attacks alone during that turn, the ability triggers. The creature receives three +1/+1 counters permanently, and it gains trample, lifelink, and indestructible until the end of the turn. Note that 'attacking alone' means only one creature is declared as an attacker during the declare attackers step.

Strategic Timing and Common Pitfalls

A common mistake is forgetting that Chapter III does not grant haste. You must already have a creature on the board or play one that can attack immediately to benefit from the combat bonus. Additionally, because Chapter I destroys all creatures, you will often be rebuilding your board during Chapter II to prepare for the final chapter's assault.

Interaction examples

Scaling the Lore Counters

If you control Doubling Season when The Last Ronin enters the battlefield, it enters with two lore counters instead of one. This causes both Chapter I and Chapter II to trigger at the same time. You can choose the order: typically you would resolve Chapter I to destroy all creatures, then resolve Chapter II to mill four cards and return a creature to your hand.

Doubling Down on the Solo Strike

During the turn Chapter III of The Last Ronin is active, you enter your combat phase. Unnatural Growth triggers first, doubling your creature's power and toughness. When you declare that creature as a lone attacker, The Last Ronin triggers, adding three +1/+1 counters and granting keywords. The counters are added after the doubling from Unnatural Growth, ensuring your lone ronin is both massive and resilient.

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

How it works : The Last Ronin

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You don't choose a target for The Last Ronin's second chapter ability at the time it triggers. Rather, a second "reflexive" ability triggers when you mill four cards this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.

    No other card is named in this ruling.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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