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Rhino, Terrible Trampler

Rhino, Terrible Trampler

Legendary Creature — Human Villain

Rhino wants a deck that plays sturdy creatures that also deal with opponents' cards. It also works in a deck built around Humans or Villains.

  • Mana cost4 genericgreengreen
  • Green ()
  • Power / toughness7 / 6
  • RarityRare

Trample

When Rhino enters, destroy target artifact or land. Distribute three +1/+1 counters among up to three other target creatures. They gain trample until end of turn.

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Archetypes
Themes

Cards That Fit Rhino, Terrible Trampler

Picked for what they do in Rhino's deck. When two cards do the same job, the one with the lower comes first. All of them fit Rhino'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 Rhino, Terrible Trampler does6

The 6 Cards

Similar Commanders

Commanders that share the most with Rhino, 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.MidrangeMidrange decks play solid creatures that also deal with opponents' cards, attacking when it is safe and defending when it is not. They sit in the middle: slower than an all-out attacking deck, sturdier than a deck built to answer everything.Open the Midrange pageValue CreatureA creature that does two jobs: it deals with an opponent's card when it arrives, then stays as a real attacker. Its enter the battlefield ability destroys, damages, counters or bounces something, and it has 3 or more power or an ability like flying that makes it hard to block. Answering your opponent and pressuring them with the same card is what a Midrange deck is built on. Shriekmaw, Meteor GolemOpen the Value Creature pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal 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 pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation page