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Prowler, Misguided Mentor

Prowler, Misguided Mentor

Legendary Creature — Human Rogue Villain

Prowler wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Humans, Rogues or Villains.

  • Mana cost2 genericgreen
  • Green ()
  • Power / toughness3 / 3
  • RarityUncommon

Prowler can't be blocked by creatures with power 2 or less.

Whenever Prowler deals combat damage to a player, put a +1/+1 counter on another target creature you control.

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Archetypes
Themes

Cards That Fit Prowler, Misguided Mentor

Picked for what they do in Prowler's deck. When two cards do the same job, the one with the lower comes first. All of them fit Prowler'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

plan6

The 6 Cards

Does what Prowler, Misguided Mentor does6

The 6 Cards

Rulings for Prowler, Misguided Mentor

explain how Prowler 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 19 Sep 2025

Prowler's first ability applies only at the time blockers are declared. For example, if Prowler is blocked by a creature with 4 power, and then an effect gives that creature -3/-0, it won't stop blocking Prowler.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Prowler, 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 glossaryGPlayers write colors as letters: G for green.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageSaboteurTriggers when a creature deals combat damage to a player, so the reward comes from connecting rather than from the damage itself. Evasion makes these far more reliable. Ragavan, Nimble PilfererOpen the Saboteur page