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Rip, Spawn Hunter

Rip, Spawn Hunter

Legendary Creature — Human Survivor

Rip wants a deck that turns its Vehicles into creatures and attacks with them. It also works in a deck built around Humans, Library Manipulation or Survivors.

  • Mana cost2 genericgreenwhite
  • White, Green ()
  • Power / toughness4 / 4
  • RarityRare

Survival — At the beginning of your second main phase, if Rip is tapped, reveal the top X cards of your library, where X is its power. Put any number of creature and/or Vehicle cards with different powers from among them into your hand. Put the rest on the bottom of your library in a random order.

Build a deck with Rip Find it in the app

Archetypes
Themes

Cards That Fit Rip, Spawn Hunter

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

plan6

The 6 Cards

Rulings for Rip, Spawn Hunter

explain how Rip 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 20 Sep 2024

If a creature with a survival ability isn't tapped when your second main phase begins, the ability won't trigger at all. You won't be able to tap it during your second main phase in time to have that ability trigger.

Wizards of the Coast 20 Sep 2024

If a creature's survival ability triggers but that creature is untapped when the ability begins to resolve, that ability won't do anything.

Wizards of the Coast 20 Sep 2024

If a creature's survival ability triggers but the creature leaves the battlefield before the ability resolves, use its tapped or untapped status as it last existed on the battlefield to determine whether or not the ability will do anything.

Wizards of the Coast 20 Sep 2024

If Rip leaves the battlefield before its ability resolves—and it was still tapped as it left—use its power as it last existed on the battlefield to determine the value of X.

Wizards of the Coast 20 Sep 2024

Survival abilities (and other abilities that trigger at the beginning of your second main phase) will trigger at the beginning of the second main phase you take in a turn. They won't trigger during your third, fourth, or other additional main phases in a single turn, if effects somehow cause you to have more than two main phases.

Wizards of the Coast 20 Sep 2024

The value of X is determined only once, as Rip's ability resolves.

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

Similar Commanders

Commanders that share the most with Rip, 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 glossaryWGPlayers write colors as letters: W for white, G for green.VehiclesVehicle decks use Vehicles, artifacts that become creatures when you tap your own creatures to crew them. A Vehicle is not a creature the rest of the time, so it survives spells that destroy all creatures and then turns into an attacker when you need it.Open the Vehicles pageVehicle PayoffCares about Vehicles, artifacts that become creatures when crewed, without being one itself. It makes them bigger, gives them abilities, or finds them. Depala, Pilot Exemplar, Fearless Swashbuckler, From Father to SonOpen the Vehicle Payoff pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection page