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Moxonomy

Trollhide

Enchantment — Aura2 generic manaGreen mana

An Aura that does two jobs at once: the +2/+2 is the body-buff every green pump enchantment offers, but the granted regeneration is what justifies committing a whole card to a single creature. A host carrying Trollhide stops trading down in combat. It blocks a larger attacker and survives, it walks into a sweeper that destroys (rather than exiles or sacrifices) and comes back, and it shrugs off most targeted removal so long as the controller keeps a green and a colorless mana open. The catch is the standard Aura tax: it folds the moment the host is bounced, exiled, or forced to be sacrificed, and it leaves you down two cards if the creature dies before the buff matters. Regeneration as a granted keyword has always been defensive technology, a way to make a board commitment sticky without protecting it from everything, and stapling it to a stat boost on one permanent concentrates that risk onto a single target. The reward, when it holds, is a recurring blocker or attacker the opponent has to answer with the right kind of removal rather than just any removal. That conditional durability, not the raw +2/+2, is what the card is selling.

Trollhide (m12)
M12 · #199common
Pricing
Normal: $0.11
Foil: $0.36
Oracle Text

Rules text

Enchant creature Enchanted creature gets +2/+2 and has "1 generic manaGreen mana: Regenerate this creature." (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
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
Printings elsewhere

Other printings

2 sets
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