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Surrak, the Hunt Caller

Surrak, the Hunt Caller

Legendary Creature — Human Warrior

Surrak wants a deck that plays cheap creatures and attacks from the first turns. It also suits a deck that makes an army of small creatures and attacks with all of them.

  • Mana cost2 genericgreengreen
  • Green ()
  • Power / toughness5 / 4
  • RarityRare

Formidable — At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn. (It can attack and tap no matter when it came under your control.)

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Archetypes
Themes

Cards That Fit Surrak, the Hunt Caller

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

explain how Surrak 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 25 Feb 2015

If you control a creature with power less than 0, use its actual power when calculating the total power of creatures you control. For example, if you control three creatures with powers 4, 5, and -2, the total power of creatures you control is 7.

Wizards of the Coast 25 Feb 2015

Other formidable abilities are triggered abilities with an "intervening 'if'" clause. Such abilities check the total power of creatures you control twice: once at the appropriate time to see if the ability will trigger, and again as the ability tries to resolve. If, at that time, the total power of creatures you control is no longer 8 or greater, the ability will have no effect.

Wizards of the Coast 25 Feb 2015

Some formidable abilities are activated abilities that require creatures you control to have total power 8 or greater. Once you activate these abilities, it doesn't matter what happens to the total power of creatures you control.

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

Similar Commanders

Commanders that share the most with Surrak, 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.AggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageHaste EnablerLets your creatures attack or use tap abilities the turn they arrive, instead of waiting out summoning sickness. Rhythm of the Wild, AngerOpen the Haste Enabler pageOverrunMakes your whole team bigger at once, usually with trample or another way past blockers. It turns a big group of creatures into a winning attack. Craterhoof Behemoth, Akroma's WillOpen the Overrun pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens page