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Sarulf, Realm Eater

Sarulf, Realm Eater

Legendary Creature — Wolf

Sarulf wants a deck that keeps making its creatures bigger turn after turn. It also suits a deck that sacrifices its own creatures to drain opponents' life.

  • Mana cost1 genericblackgreen
  • Black, Green ()
  • Power / toughness3 / 3
  • RarityRare

Whenever a permanent an opponent controls is put into a graveyard from the battlefield, put a +1/+1 counter on Sarulf.

At the beginning of your upkeep, if Sarulf has one or more +1/+1 counters on it, you may remove all of them. If you do, exile each other nonland permanent with mana value less than or equal to the number of counters removed this way.

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Cards That Fit Sarulf, Realm Eater

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

explain how Sarulf 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 5 Feb 2021

Choosing to remove all the +1/+1 counters on Sarulf won't affect any other counters it may have.

Wizards of the Coast 5 Feb 2021

If Sarulf doesn't have any +1/+1 counters on it as your upkeep begins, its last ability won't trigger at all. If the ability does trigger, it will check again as it tries to resolve. If Sarulf doesn't have any +1/+1 counters on it at that time, the ability won't do anything. No other permanents will be exiled.

Wizards of the Coast 5 Feb 2021

If Sarulf isn't on the battlefield as its last ability starts to resolve, you can't remove any +1/+1 counters from it, even if it had +1/+1 counters when it was last on the battlefield. No other permanents will be exiled.

Wizards of the Coast 5 Feb 2021

If you do remove +1/+1 counters, you must remove all of them. You can't fine-tune the carnage by only removing some of them.

Wizards of the Coast 5 Feb 2021

It doesn't matter which graveyard the permanent is put into as long as an opponent controlled it when it last existed on the battlefield.

Wizards of the Coast 5 Feb 2021

You choose whether to remove +1/+1 counters as the last ability is resolving. If you do, the appropriate permanents are then exiled. No one can respond to your choice or take actions during this process.

Wizards of the Coast 5 Feb 2021

You may choose to remove Sarulf's +1/+1 counters even if that would cause lethal damage to be marked on Sarulf. If you do this, Sarulf will die after its last ability is finished resolving. But it won't have gone alone! Legendary.

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

Similar Commanders

Commanders that share the most with Sarulf, 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.+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 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 pageDeath TriggerTriggers when a creature dies, whether it is this creature, one of yours or an opponent's. These are the cards that pay you in an Aristocrats deck: something else makes creatures die, and these decide what you get each time. Blood Artist, Solemn SimulacrumOpen the Death Trigger page