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Moxonomy

Gruul War Chant

Enchantment2 generic manaRed manaGreen mana

The +1/+0 is the part you notice first and the part that matters least. Granting menace to every attacker is where this earns its keep: it turns a board stall into a problem the defender cannot solve, because each attacker now demands two blockers instead of one. In a go-wide red-green build that is a multiplier, not an anthem. Three small creatures with menace ask for six blockers, and most boards do not have six bodies to spare. Because the grant is static and team-wide, it persists across combats, stacks with whatever evasion or trample the deck already runs, and punishes the kind of ground-clogged defense that aggressive Gruul decks otherwise stumble into. The cost is that it does nothing on an empty board and nothing on defense; it is a commitment to attacking, priced for a deck that was always going to attack anyway. Menace as a keyword postdates this card, so the original printing spelled the effect out longhand before the word existed, which makes it a quiet marker of how the design language eventually caught up to a function red-green had been asking for: not bigger creatures, but creatures the blocker math cannot contain.

Gruul War Chant (cn2)
CN2 · #203uncommon
Pricing
Normal: $0.28
Foil: $0.98
Oracle Text

Rules text

Attacking creatures you control get +1/+0 and have menace.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
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
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

3 sets
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