Voidwing Hybrid 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
Flying Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When you proliferate, return this card from your graveyard to your hand.
How it works : Voidwing Hybrid
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
A player with ten or more poison counters loses the game. This is a state-based action and doesn't use the stack. In other words, it happens immediately and players can't respond to it, just like a player losing the game due to having 0 or less life.
Card named in this ruling
- #2· Wizards of the Coast
Toxic doesn't change the amount of combat damage a creature deals. For example, if a 2/2 creature with toxic 1 deals combat damage to a player, that creature will deal 2 damage. The results of that damage are the player loses 2 life and gets a poison counter.
Card named in this ruling
- #3· Wizards of the Coast
Any other effects of that damage, such as life gain from lifelink, still apply.
No other card is named in this ruling.
- #4· Wizards of the Coast
If a creature with toxic deals combat damage to a creature or planeswalker, or if it deals noncombat damage, toxic has no effect and no player gets poison counters.
Card named in this ruling
- #5· Wizards of the Coast
Damage dealt by a creature with toxic grants the same number of counters regardless of how much damage is dealt. Notably, if a replacement effect modifies the damage in some way (such as that of Gratuitous Violence), the number of counters given remains unchanged.
No other card is named in this ruling.
- #6· Wizards of the Coast
Conversely, replacement effects that apply to the number of counters put on a player can modify the counters placed this way. For example, Vorinclex, Monstrous Raider's last two abilities can apply to counters placed this way.
No other card is named in this ruling.
- #7· Wizards of the Coast
Multiple instances of toxic are cumulative. For example, if a creature has toxic 2 and gains toxic 1 due to another effect, combat damage that creature deals to a player will cause that player to get 3 poison counters.
Card named in this ruling
- #8· Wizards of the Coast
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
No other card is named in this ruling.
- #9· Wizards of the Coast
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
No other card is named in this ruling.
- #10· Wizards of the Coast
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
No other card is named in this ruling.
- #11· Wizards of the Coast
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
No other card is named in this ruling.
- #12· Wizards of the Coast
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
No other card is named in this ruling.
- #13· Wizards of the Coast
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Yawgmoth, Thran Physician + Voidwing Hybrid + Tekuthal, Inquiry Dominus + Crystalline Crawler
- 1Activate Yawgmoth's second ability by paying
and discarding Voidwing Hybrid, causing you to put two +1/+1 counters on Crystalline Crawler.
- 2Voidwing Hybrid triggers, returning itself from your graveyard to your hand.
- 3Activate Crystalline Crawler's first ability twice by removing two +1/+1 counters from it, adding
.
- 4Repeat.
Yawgmoth, Thran Physician + Voidwing Hybrid + Cryptic Trilobite + Bog Initiate
- 1Activate Yawgmoth's second ability by paying
and discarding Voidwing Hybrid, causing you to put a +1/+1 counter on Cryptic Trilobite.
- 2Voidwing Hybrid triggers, returning itself from your graveyard to your hand.
- 3Activate Cryptic Trilobite by removing a +1/+1 counter from it, adding
that can only be spent to activate abilities.
- 4Activate Bog Initiate twice by paying
, adding
.
- 5Repeat.
Yawgmoth, Thran Physician + Voidwing Hybrid + Cryptic Trilobite + Chromatic Orrery
- 1Activate Yawgmoth's second ability by paying
and discarding Voidwing Hybrid, causing you to put a +1/+1 counter on Cryptic Trilobite.
- 2Voidwing Hybrid triggers, returning itself from your graveyard to your hand.
- 3Activate Cryptic Trilobite by removing a +1/+1 counter from it, adding
that can only be spent to activate abilities.
- 4Repeat.
Yawgmoth, Thran Physician + Voidwing Hybrid + Cryptic Trilobite + Initiates of the Ebon Hand
- 1Activate Yawgmoth's second ability by paying
and discarding Voidwing Hybrid, causing you to put a +1/+1 counter on Cryptic Trilobite.
- 2Voidwing Hybrid triggers, returning itself from your graveyard to your hand.
- 3Activate Cryptic Trilobite by removing a +1/+1 counter from it, adding
that can only be spent to activate abilities.
- 4Activate Initiates of the Ebon Hand twice by paying
, adding
.
- 5Repeat.
Yawgmoth, Thran Physician + Voidwing Hybrid + Cryptic Trilobite + Mycosynth Lattice
- 1Activate Yawgmoth's second ability by paying
and discarding Voidwing Hybrid, causing you to put a +1/+1 counter on Cryptic Trilobite.
- 2Voidwing Hybrid triggers, returning itself from your graveyard to your hand.
- 3Activate Cryptic Trilobite by removing a +1/+1 counter from it, adding
that can only be spent to activate abilities.
- 4Repeat.
Related cards and tokens
Legal formats
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Meta decks with Voidwing Hybrid
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