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Zurgo Bellstriker

Magic: The GatheringPioneer Masters#161

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Magic: The Gathering

Mana cost

Pioneer MastersPIO · #161
Card type
Legendary Creature — Orc Warrior
Rarity
Rare
Indicative price
Price unavailable
Mana value
1
Power
2
Toughness
2
Colour
Red

Card text

Zurgo can't block creatures with power 2 or greater. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

Format legality

  • BrawlLegal
  • CommanderLegal
  • CompetitivebrawlLegal
  • DuelLegal
  • GladiatorLegal
  • HistoricLegal
  • LegacyLegal
  • ModernLegal
  • OathbreakerLegal
  • PennyLegal
  • PioneerLegal
  • 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
Jason Rainville
Card language
English
Release date
2024-12-10

Rulings

Even though both cards portray the same character, Zurgo Bellstriker and Zurgo Helmsmasher have different names. Controlling both of them won't invoke the "legend rule."

If a creature enters the battlefield as a copy of or becomes a copy of a creature whose dash cost was paid, the copy won't have haste and won't be returned to its owner's hand.

If you choose to pay the dash cost rather than the mana cost, you're still casting the spell. It goes on the stack and can be responded to and countered. You can cast a creature spell for its dash cost only when you otherwise could cast that creature spell. Most of the time, this means during your main phase when the stack is empty.

If you pay the dash cost to cast a creature spell, that card will be returned to its owner's hand only if it's still on the battlefield when its triggered ability resolves. If it dies or goes to another zone before then, it will stay where it is.

Once Zurgo Bellstriker has legally blocked a creature, raising that creature's power to 2 or greater won't undo the block.

You don't have to attack with the creature with dash unless another ability says you do.

Other printings of this card

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