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Rootwise Survivor

Magic: The GatheringDuskmourn: House of Horror#196

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Magic: The Gathering

Mana cost

Duskmourn: House of HorrorDSK · #196
Card type
Creature — Human Survivor
Rarity
Uncommon
Indicative price
0.09 € · ★ 0.06 € · 0.12 $ · ★ 0.17 $
Mana value
5
Power
3
Toughness
4
Colour
Green

Card text

Haste Survival — At the beginning of your second main phase, if this creature is tapped, put three +1/+1 counters on up to one target land you control. That land becomes a 0/0 Elemental creature in addition to its other types. It gains haste until your next turn.

Format legality

  • AlchemyLegal
  • BrawlLegal
  • CommanderLegal
  • CompetitivebrawlLegal
  • DuelLegal
  • FutureLegal
  • GladiatorLegal
  • HistoricLegal
  • LegacyLegal
  • ModernLegal
  • OathbreakerLegal
  • PioneerLegal
  • StandardLegal
  • StandardbrawlLegal
  • TimelessLegal
  • VintageLegal

Legalities follow the imported catalogue; check format rules before a tournament.
Data imported on 2026-10-06 (UTC).

Indicative Scryfall prices, updated daily. ★: foil; ★ E: etched foil. EUR and USD represent different markets.

Printing information

Illustrator
Joseph Weston
Card language
English
Release date
2024-09-27

Rulings

If a creature with a survival ability isn't tapped when your second main phase begins, the ability won't trigger at all. You won't be able to tap it during your second main phase in time to have that ability trigger.

If a creature's survival ability triggers but that creature is untapped when the ability begins to resolve, that ability won't do anything.

If a creature's survival ability triggers but the creature leaves the battlefield before the ability resolves, use its tapped or untapped status as it last existed on the battlefield to determine whether or not the ability will do anything.

Rootwise Survivor's last ability doesn't have a duration, which means the land remains a creature indefinitely.

Survival abilities (and other abilities that trigger at the beginning of your second main phase) will trigger at the beginning of the second main phase you take in a turn. They won't trigger during your third, fourth, or other additional main phases in a single turn, if effects somehow cause you to have more than two main phases.

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