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Towering IndrikHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Return to Ravnica· October 5, 2012
Carte Magic Towering Indrik

Towering Indrik 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

Reach (This creature can block creatures with flying.)

Complete guide

Towering Indrik is a classic green creature that provides a solid defensive presence on the battlefield. With its impressive reach, it ensures that your opponent's flying threats cannot simply soar over your defenses. Understanding how to utilize this Beast effectively can be the difference between a secure board state and a quick defeat.

Understanding Reach

Towering Indrik possesses the keyword ability Reach. This means that while Towering Indrik itself does not have flying and stays on the ground, it is tall enough to block creatures that do have flying. It functions as a ground-based deterrent against aerial assaults, though it cannot be blocked by creatures with flying unless they also have reach or another specific ability.

Casting and Resolution

When you cast Towering Indrik, you pay its mana cost of three generic and one green mana. Once it resolves, it enters the battlefield as a 2/4 creature. It does not have any 'enters the battlefield' triggers, so its primary impact is felt during the combat phase. As a 2/4, it is particularly good at surviving combat with smaller flyers and blocking creatures with 3 power or less without dying.

Common Strategic Mistakes

A common mistake is forgetting that Reach only applies to blocking. You cannot use Towering Indrik to attack a player and claim it has 'evasion' like a flyer; it can still be blocked by any creature without flying. Additionally, remember that having Reach does not grant the creature the Flying type for the purpose of effects that specifically target or destroy creatures with flying.

When to Deploy the Indrik

You should play Towering Indrik when you need to stabilize your board against aggressive decks using birds, spirits, or other flying creatures. Because it has 4 toughness, it acts as a 'wall' that can safely block and survive against common 2/2 or 3/3 flyers, allowing you to save your removal spells for larger threats.

Interaction examples

Retrieving the Beast

If your Towering Indrik is destroyed or discarded, you can play Eternal Witness. When Eternal Witness enters the battlefield, its ability triggers, allowing you to target Towering Indrik in your graveyard and return it to your hand to be cast again later.

Scaling the Mana

To ensure you have the four mana needed for Towering Indrik, you can play Solemn Simulacrum first. When the Simulacrum enters, you search for a basic Forest and put it onto the battlefield tapped. This ramp ensures you have the green mana required to deploy your reach blocker on the following turn.

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

How it works : Towering Indrik

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

pioneermodernlegacypaupervintagepennycommanderoathbreakerpaupercommanderduel
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