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Slinza, the Spiked Stampede

Slinza, the Spiked Stampede

Legendary Creature — Beast

Slinza wants a deck that is built around one creature type, like Elves or Dragons. It also works in a deck built around Beasts.

  • Mana cost4 genericgreen
  • Red, Green ()
  • Power / toughness5 / 5
  • RarityRare

Beast spells you cast cost 2 generic less to cast.

Each other Beast creature you control enters with an additional +1/+1 counter on it.

Whenever Slinza or another creature with power 4 or greater enters, you may pay 1 genericred or green. When you do, Slinza fights target creature you don't control.

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Archetypes
Themes
  • Beasts

Cards That Fit Slinza, the Spiked Stampede

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

Beasts plan6

The 6 Cards

Rulings for Slinza, the Spiked Stampede

explain how Slinza 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 8 Nov 2024

Any Beasts that enter at the same time as Slinza won't enter with an additional +1/+1 counter.

Wizards of the Coast 8 Nov 2024

If one or more static abilities that apply to a creature entering change its power, those abilities are considered when determining whether Slinza's last ability triggers. The same is true for replacement effects that apply to it, such as entering with one or more +1/+1 counters (such as the effect of Slinza's second ability, not coincidentally) or entering as a copy of another creature.

Wizards of the Coast 8 Nov 2024

If Slinza enters at the same time as one or more other creatures with power 4 or greater, its last ability triggers once for each of those other creatures, plus one more time for itself.

Wizards of the Coast 8 Nov 2024

Slinza's first ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that spell.

Wizards of the Coast 8 Nov 2024

Slinza's first ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay to cast Beast spells.

Wizards of the Coast 8 Nov 2024

Slinza's last ability triggers whenever any creature with power 4 or greater enters, not just one you control.

Wizards of the Coast 8 Nov 2024

Slinza's second ability applies to all Beasts creatures you control as they enter, even if they wouldn't ordinarily enter with any +1/+1 counters on them.

Wizards of the Coast 8 Nov 2024

You don't choose a target for Slinza's last ability at the time it triggers. Rather, a second "reflexive" ability triggers when you pay {1}{R}{G} this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.

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

Similar Commanders

Commanders that share the most with Slinza, 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 glossaryRGPlayers write colors as letters: R for red, G for green.Typal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff pageCost ModificationChanges what a spell costs to cast: cheaper for you, or more expensive for everyone. It is the broad family; Cost Reducer and Spell Tax say which direction a given card goes. Herald's Horn, Foundry InspectorOpen the Cost Modification pageCost ReducerMakes your own spells cheaper to cast. A discount every turn adds up faster than a single burst of mana. Herald's Horn, Foundry InspectorOpen the Cost Reducer 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 page