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Moxonomy

Epic Struggle

Enchantment2 generic manaGreen manaGreen mana

Twenty creatures is the kind of number that exists to be a riddle, not a checklist. The card asks for a board state most decks never approach by accident, which means it functions less as a win condition you build toward and more as a puzzle a token engine or go-wide tribal shell is invited to solve. The win triggers on your upkeep, so the threshold has to survive an opponent's full turn of removal and combat before it pays off: you do not reach twenty and win, you reach twenty and then hope to still be there next morning. That gap is the whole design hazard. Compare it to the more forgiving alternate-win enchantments, the ones that count toward a target across multiple turns or reward you the instant the condition is met; this one demands the board exist all at once and persist through the most vulnerable window in the turn cycle. The reward, by contrast, asks nothing of timing or sequencing once the count is there: no mana, no activation, no second card. It simply checks. What undercuts it is plain enough: anything generating twenty bodies has usually already converted them into a swing that ends the game without enchantment text, which is the recurring trap for alternate-win cards built this way. The requirement that makes them win-the-game also makes them redundant.

Epic Struggle (jud)
JUD · #112rare
Pricing
Normal: $8.02
Foil: $30.00
Oracle Text

Rules text

At the beginning of your upkeep, if you control twenty or more creatures, you win the game.
Legalities

Format Status

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

Other printings

1 set
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