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Moxonomy

Feral Ridgewolf

Creature — Wolf2 generic manaRed mana

One power is the entire tell here: a 1/2 with trample whose offensive identity lives entirely in the firebreathing button, so the +2/+0 pumps do all the work the body refuses to. Trample paired with a pump activation is an old piece of red shorthand, the notion that an attacker which gets through, even partway, can convert leftover mana into a wider swing and bleed the rest past a blocker. The math is deliberately unglamorous: two mana per +2/+0 is a steep tax, and the 1/2 frame leaves nothing held back to defend with, so each activation is a commitment to the attack rather than an option you keep open. The toughness of 2 is the one piece of resilience, enough to shrug off the cheapest pings while the creature waits for the late, stalled turns when its scaling actually matters and the board has stopped trading. This is honest mana-sink design at the common level: a body that asks for your spare red mana once you have run out of better things to spend it on and pays back exactly the damage you bought, never a point more. It teaches combat arithmetic more than it threatens to end games, which is precisely what a creature built this way is supposed to do.

Feral Ridgewolf (isd)
ISD · #142common
Pricing
Normal: $0.06
Foil: $0.28
Oracle Text

Rules text

Trample 1 generic manaRed mana: This creature gets +2/+0 until end of turn.
Legalities

Format Status

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