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Moxonomy

Run Wild

InstantGreen mana

Two combat problems solved on the same green pip: trample to push damage past a wall, and a regeneration shield to keep the attacker upright through a block or a burn spell. Most green combat tricks of this era picked a single lane (a raw pump, a fight effect, one keyword grant), but this one hands a creature both evasion and survivability at instant speed for one mana. The regeneration is the longer-lived half, lingering all turn as a repeatable answer to trades and damage so long as you have green to feed it. The tension is that both halves compete for the same resource: the green you tap to regenerate is green you cannot spend on a second spell, so the card flatters a deck with mana to burn over one playing a tight curve. It is a quietly economical answer to a real combat puzzle: how to make one creature both punch through and walk away from the swing it punched through.

Run Wild (ons)
ONS · #279uncommon
Pricing
Normal: $0.22
Foil: $0.64
Oracle Text

Rules text

Until end of turn, target creature gains trample and "Green mana: Regenerate this creature."
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
Legal
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