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Wild Instincts

Wild Instincts {3}{G}

Sorcery

Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

Prints (11)

Set#RarityFinishesUSDFoil USD
Magic Origins (ORI) 206 common nonfoil, foil — —
Magic Origins (ORI) 206 common nonfoil, foil — —
Magic Origins (ORI) 206 common nonfoil, foil $0.05 $0.21
Magic Origins (ORI) 206 common nonfoil, foil — —
Magic Origins (ORI) 206 common nonfoil, foil — —
Magic Origins (ORI) 206 common nonfoil, foil — —
Magic Origins (ORI) 206 common nonfoil, foil — —
Magic Origins (ORI) 206 common nonfoil, foil — —
Magic Origins (ORI) 206 common nonfoil, foil — —
Magic Origins (ORI) 206 common nonfoil, foil — —
Magic Origins (ORI) 206 common nonfoil, foil — —

Rulings

  • 2015-06-22 You must target both a creature you control and a creature an opponent controls to cast Wild Instincts.
  • 2015-06-22 If the creature an opponent controls is an illegal target as Wild Instincts tries to resolve, but the creature you control is still a legal target, the creature you control will get +2/+2, but the creatures won’t fight. Neither creature will deal or be dealt damage during the resolution of Wild Instincts.