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Chatterfang, Squirrel General

Chatterfang, Squirrel General

Legendary Creature — Squirrel Warrior

Chatterfang wants a deck that makes an army of small creatures and attacks with all of them. It also suits a deck that sacrifices its own creatures to drain opponents' life.

  • Mana cost2 genericgreen
  • Black, Green ()
  • Power / toughness3 / 3
  • RarityMythic

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead.

black, Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.

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Cards That Fit Chatterfang, Squirrel General

Picked for what they do in Chatterfang's deck. When two cards do the same job, the one with the lower comes first. All of them fit Chatterfang's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

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The 6 Cards

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The 6 Cards

Rulings for Chatterfang, Squirrel General

explain how Chatterfang works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 18 Jun 2021

Chatterfang's second ability applies to all kinds of tokens, including Clue, Food, and Treasure tokens.

Wizards of the Coast 18 Jun 2021

If an effect changes under whose control a token would be created, that effect applies before Chatterfang's effect applies. If an effect changes under whose control a token would enter the battlefield, that effect applies after Chatterfang's effect is able to be applied.

Wizards of the Coast 18 Jun 2021

In a Commander game, the defending player is the player Chatterfang is attacking or the controller of the planeswalker Chatterfang is attacking.

Wizards of the Coast 18 Jun 2021

The additional Squirrel tokens won't have any abilities the other tokens were created with. Anything else specified in the effect creating the token (such as tapped, attacking, "That token gains haste," or "Exile that token at end of combat") applies to both the original tokens and the Squirrels.

Wizards of the Coast 24 Jan 2025

You don't need to control the spell or ability that creates the tokens, nor do you have to be the one creating the tokens for Chatterfang's ability to apply. As long as the tokens are being created under your control, Chatterang's replacement effect will apply.

5 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Chatterfang, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBGPlayers write colors as letters: B for black, G for green.TokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageToken DoublerCreates extra copies whenever you would make tokens: one trigger becomes two creatures, two Treasures, and so on. Doubling Season, Anointed ProcessionOpen the Token Doubler pageSacrifice OutletA permanent that lets you sacrifice your own creatures or artifacts whenever you want, usually for free. Every Aristocrats deck needs one, because cards that reward a creature dying only help if you choose when it dies. Ashnod's Altar, Viscera SeerOpen the Sacrifice Outlet pageAristocratsAristocrats decks sacrifice their own creatures on purpose and profit every time one dies, often by draining life from each opponent. A sacrifice outlet, a card that lets you sacrifice whenever you like, decides when that happens.Open the Aristocrats pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick pageSacrificeSacrifice decks give up their own creatures, Treasures and other cards on purpose and get something back each time. A sacrifice outlet, a card that lets you sacrifice whenever you want, is the heart of the deck.Open the Sacrifice pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets meanSquirrelsSquirrels are mostly green and black, and they often make Food. Some forage: exile three cards from your graveyard or sacrifice a Food for a reward.Open the Squirrels page