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Wake ThrasherHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Duel Decks: Merfolk vs. Goblins· October 24, 2017
Carte Magic Wake Thrasher

Wake Thrasher 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

Whenever a permanent you control becomes untapped, this creature gets +1/+1 until end of turn.

Complete guide

Wake Thrasher is a powerful Merfolk Soldier that thrives on the rhythm of your turn. It transforms the simple act of untapping your resources into a massive power boost, potentially growing to lethal sizes just by passing the turn. Understanding how its triggered ability interacts with your untap step is key to maximizing its combat potential.

Unpacking the Trigger

Wake Thrasher features a triggered ability that triggers whenever a permanent you control becomes untapped. This includes lands, creatures, artifacts, and any other permanent types. While this often happens during your untap step, it also applies to effects that untap permanents during other phases or even on an opponent's turn.

The Untap Step and Timing

During your untap step, all your tapped permanents untap simultaneously. Wake Thrasher triggers for each one. Because no player receives priority during the untap step, these triggers wait. As soon as the upkeep step begins, all Wake Thrasher triggers, along with any 'at the beginning of your upkeep' triggers, are placed on the stack in the order of your choosing.

Common Pitfalls

A common mistake is forgetting that Wake Thrasher triggers for every individual permanent. If you untap six lands and two creatures, it gets +8/+8. Also, remember that these bonuses last only until the end of the turn. If you find a way to untap permanents on an opponent's turn, Wake Thrasher will grow, but it will return to its base power and toughness before your next turn begins.

Strategic Deployment

Wake Thrasher is best played in decks that naturally tap many permanents each turn. Since the bonus happens right at the start of your turn, it is almost always ready to attack as a massive threat during your combat phase. It rewards aggressive mana usage and the use of utility permanents that require tapping.

Interaction examples

The Standard Untap Cycle

If you have Solemn Simulacrum and four tapped lands on the battlefield, you move to your untap step. All five permanents untap. Five Wake Thrasher triggers are put on the stack at the start of your upkeep. Once they resolve, Wake Thrasher is a 6/6 creature for the rest of the turn.

Doubling the Tide

With Roaming Throne on the battlefield naming 'Merfolk', every time a permanent you control untaps, Wake Thrasher's ability triggers twice. If you untap five lands, you get ten triggers instead of five, effectively doubling the power bonus Wake Thrasher receives.

Staggering Upkeep Triggers

If you control Wake Thrasher and multiple permanents that untap during your untap step, all those +1/+1 triggers hit the stack at once during your upkeep. You can choose to resolve them all immediately to ensure your Merfolk is huge before any player can cast spells in your upkeep.

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

How it works : Wake Thrasher

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If permanents you control become untapped during your untap step, Wake Thresher’s ability will trigger that many times. However, since no player gets priority during the untap step, those abilities wait to be put on the stack until your upkeep starts. At that time, all your “beginning of upkeep” triggers will also trigger. You can put them and Wake Thresher’s abilities on the stack in any order.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Wake Thrasher
+Basalt Monolith
#1

Wake Thrasher + Basalt Monolith

Infinitely large creature until end of turn
  1. 1Activate Basalt Monolith's first ability by tapping it, adding {3}.
  2. 2Activate Basalt Monolith's second ability by paying {3}, untapping it.
  3. 3Wake Thrasher triggers, giving it +1/+1 until end of turn.
  4. 4Repeat.
Wake Thrasher
+Aphetto Alchemist
#2

Wake Thrasher + Aphetto Alchemist

Infinitely large creature until end of turn
  1. 1Activate Aphetto Alchemist by tapping it, untapping itself.
  2. 2Wake Thrasher triggers, getting +1/+1 until end of turn.
  3. 3Repeat.
Machine God's Effigy
+Horseshoe Crab
+Wake Thrasher
#3

Machine God's Effigy + Horseshoe Crab + Wake Thrasher

Infinitely large creature until end of turn
  1. 1Cast Machine God's Effigy by paying {4}, choosing to have it enter the battlefield as a copy of Horseshoe Crab that is an artifact.
  2. 2Activate Machine God's Effigy by tapping it, adding {U}.
  3. 3Activate Machine God's Effigy by paying {U}, untapping it.
  4. 4Wake Thrasher triggers, giving itself +1/+1 until end of turn.
  5. 5Repeat from step 2.
Seeker of Skybreak
+Wake Thrasher
#4

Seeker of Skybreak + Wake Thrasher

Infinitely large creature until end of turn
  1. 1Activate Seeker of Skybreak by tapping it, untapping itself.
  2. 2Wake Thrasher triggers, giving itself +1/+1 until end of turn.
  3. 3Repeat.
Ith, High Arcanist
+Wake Thrasher
#5

Ith, High Arcanist + Wake Thrasher

Infinitely large creature until end of turn
  1. 1Declare Ith as an attacker.
  2. 2Activate Ith by tapping it, untapping Ith and preventing all combat damage that would be dealt to or dealt by it this turn.
  3. 3Wake Thrasher triggers, giving itself +1/+1 until end of turn.
  4. 4Repeat from step 2.
Urza, Lord High Artificer
+Wake Thrasher
+Freed from the Real
#6

Urza, Lord High Artificer + Wake Thrasher + Freed from the Real

Infinitely large creature until end of turn
  1. 1Activate Urza's first ability by tapping the creature with Freed from the Real attached, adding {U}.
  2. 2Activate Freed from the Real by paying {U}, untapping the creature it is attached to.
  3. 3Wake Thrasher triggers, giving itself +1/+1 until end of turn.
  4. 4Repeat.
Urza, Lord High Artificer
+Wake Thrasher
+Pemmin's Aura
#7

Urza, Lord High Artificer + Wake Thrasher + Pemmin's Aura

Infinitely large creature until end of turn
  1. 1Activate Urza's first ability by tapping the creature with Pemmin's Aura attached, adding {U}.
  2. 2Activate Pemmin's Aura by paying {U}, untapping the creature it is attached to.
  3. 3Wake Thrasher triggers, giving itself +1/+1 until end of turn.
  4. 4Repeat.
Soliton
+Paradise Mantle
+Wake Thrasher
#8

Soliton + Paradise Mantle + Wake Thrasher

Infinitely large creature until end of turn
  1. 1Activate Soliton by tapping it, adding {U}.
  2. 2Activate Soliton by paying {U}, untapping it.
  3. 3Wake Thrasher triggers, causing it to get +1/+1 until end of turn.
  4. 4Repeat.
03

Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredhtlr
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