Chartooth Cougar
A creature that knows when to stop being one. Draw it early, with your mana base still wobbling, and it stops being a creature at all: discard it for two generic mana to fetch a Mountain at instant speed, smoothing a stumbling draw or deepening a deck that wants more red sources. Draw it late, with lands already on the table, and the 4/4 arrives as a real threat with a built-in firebreathing engine that punishes an opponent who has tapped out. The design trade is honest: a card built to be two things at once usually does neither well, but cycling sidesteps the problem by handing the choice to the player based on the state of the game. That is what separates a mountaincycler from a vanilla beater. It is not a 4/4 that happens to fetch a land; it is a Mountain that happens to be a 4/4, and reading it in that order tells you why it earns a slot. The firebreathing is the closer: ground stalls and racing situations both bend to a body that can pour excess red mana on the battlefield straight into combat damage. An early-era block built a full cycle of these land-or-creature hybrids, one per color, and this is the red one, the one that converts a glut of mana into reach once a game has settled into a long grind.

Rules text
Format Status
More formatsFewer formats
Other printings
- The List#A25-125
- Duel Decks Anthology: Jace vs. Chandra#47
- Vintage Masters#155
- Conspiracy#139
- Duel Decks: Venser vs. Koth#59
- Commander 2011#115
- Magic Online Theme Decks#A56
- Duel Decks: Jace vs. Chandra#47








