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Moxonomy

Bellowing Bruiser // Beat a Path

Creature — Ogre // Sorcery — Adventure4 generic manaRed mana2 generic manaRed mana

Most red "can't block" effects come stapled to a single target and a single turn: a burn spell that also unsticks one blocker, or a creature whose evasion applies only to itself. Beat a Path pulls the enabler off the body and hands it a wider mouth, stripping up to two blockers at sorcery speed before combat, on a turn when the board is already threatening to swing. That is the more interesting half of this card, and the reason the split earns its keep. Because Adventures exile the card rather than sending it to the graveyard, the 4/4 Ogre does not vanish when you cast the spell: it waits in exile to be redeployed on your own schedule, so the alpha-strike setup and the follow-up haste threat live on the same draw without asking you to commit both at once. The tension the design resolves is the one aggressive red decks always run into, where every card wants to either apply pressure now or develop the board for later and rarely gets to do both. Here one card does the work of two, smoothing the top-heavy draws that plague fast red, at the honest cost of paying the mana twice and casting the halves separately.

Bellowing Bruiser // Beat a Path (woe)
WOE · #121common
Pricing
Normal: $0.16
Foil: $0.23
Oracle Text

Rules text

Haste // Up to two target creatures can't block this turn. (Then exile this card. You may cast the creature later from exile.)
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
N/A
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