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'''Prowl''' is an alternative cost that appears on some [[Rogue]] creature cards.  Prowl was introduced in [[Morningtide]].  Prowl was featured as [[rules card]] 3 of 5 in the ''[[Morningtide]]'' set.
{{Infobox keyword
| type = Static
| first = Morningtide
| last = Zendikar Rising Commander Decks
| cost = yes
| reminder = You may cast this for its prowl cost if you dealt combat damage to a player this turn with a [subtype].
| storm = 6
| storm_ref=<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/178995603428/|title=Where does Prowl fall on the Storm Scale?|2018-10-12}}</ref>
| stats = {{stats|B=5|U=5}}
}}
'''Prowl''' is an [[alternative cost]] that appears on some [[Rogue]] creature or [[kindred]] cards.  


{{Rules|text='''From the [[Comprehensive Rules]]''':
==Description==
*'''702.75.''' Prowl
Prowl was introduced in ''[[Morningtide]]''.<ref>{{DailyRef|making-magic/wait-theres-more-2008-01-14|But Wait, There's More|[[Mark Rosewater]]|January 14, 2008}}</ref> You may cast a card for its prowl cost if you dealt combat damage to a player the current turn with a creature that shared a creature type with the card with Prowl. All Prowl cards have the subtype [[Rogue]], with other types being three [[Goblin]]s and one [[Faerie]]. There are also four Sorceries and one Instant, all with kindred type Rogue. Prowl returned in the [[Zendikar Rising/Commander decks]] with <c>Enigma Thief</c>, adding [[Sphinx]] to the types. The first red Dinosaur Prowl card was printed in [[Jurassic World Collection]] with <c>Hunting Velociraptor</c>. [[Freerunning]] can be considered a variant of Prowl.
**'''702.75a''' Prowl is a static ability that functions on the stack. "Prowl [cost]" means "You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell’s creature types." Paying a spell’s prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.
}}


{{rules|text=
==Rules==
'''For your reference [CR 409.1b,f-h]'''
{{CR+G}}
*'''409.1b''' If the spell or ability is modal (uses the phrase “Choose one —” or “[specified player] chooses one —”), the player announces the mode choice. If the player wishes to splice any cards onto the spell, he or she reveals those cards in his or her hand. If the spell or ability has a variable mana cost (indicated by {{X}}) or some other variable cost, the player announces the value of that variable at this time. If the spell or ability has alternative, additional, or other special costs (such as buyback, kicker, or convoke costs), the player announces his or her intentions to pay any or all of those costs (see rule 409.1f). You can’t apply two alternative methods of playing or two alternative costs to a single spell or ability. Previously made choices (such as choosing to play a spell with flashback from his or her graveyard or choosing to play a creature with morph face down) may restrict the player’s options when making these choices.
*'''409.1f''' The player determines the total cost of the spell or ability. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text, and some effects may increase or reduce the cost to pay. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost, activation cost, or alternative cost, plus all cost increases and minus all cost reductions. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, they have no effect.
*'''409.1g''' If the total cost includes a mana payment, the player then has a chance to play mana abilities (see rule 411, “Playing Mana Abilities”). Mana abilities must be played before costs are paid.
*'''409.1h''' The player pays the total cost in any order. Partial payments are not allowed.
**'''Example'''<br>You play <c>Death Bomb</c>, which costs [[Image:Mana3.gif]][[Image:Manab.gif]] and has an additional cost of sacrificing a creature. You sacrifice <c>Thunderscape Familiar</c>, whose effect makes your black spells cost [[Image:Mana1.gif]] less to play. Because a spell’s total cost is “locked in” before payments are actually made, you pay [[Image:Mana2.gif]][[Image:Manab.gif]], not {{3}}{{b}}, even though you’re sacrificing the Familiar.
}}


==Rulings==
==Rulings==
*At the time you cast a spell that has prowl, you look back over the course of the turn to check if the prowl condition has been met. What matters is whether you controlled a permanent with any of the relevant creature types at the time it dealt combat damage. It doesn't matter whether you still control the permanent or if its creature types are still the same.
*Casting a card for its prowl cost doesn't change the timing of when you can cast it. Only the cost is different.
*Although the prowl reminder text lists specific creature types, this is done for convenience only. The prowl card's current creature types are what actually matter. For example, if a card such as Conspiracy causes a prowl spell to be an Elf, then you can pay its prowl cost rather than its mana cost only if an Elf you controlled dealt combat damage to a player that turn.
*Prowl is optional. If you want, you can pay a spell's normal mana cost rather than pay its prowl cost.
*Some prowl cards have enters-the-battlefield abilities or additional effects if their prowl costs were paid. You'll get them if you cast the card by paying its prowl cost rather than its normal mana cost.


* At the time you play a spell that has prowl, you look back over the course of the turn to check if the prowl condition has been met. What matters is whether you controlled a permanent with any of the relevant creature types at the time it dealt combat damage, or whether you controlled such a permanent at the time it left play and its combat damage was on the stack. It doesn't matter whether you still control the permanent or if its creature types are still the same.
==Examples==
 
{{examples|<c>Morsel Theft</c> {{2}}{{B}}{{B}}<br>Tribal Sorcery {{-}} Rogue<br>Prowl {{1}}{{B}} ''(You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)''<br>Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card.}}
* Playing a card for its prowl cost doesn't change the timing of when you can play it. Only the cost is different.
 
* Although the prowl reminder text lists specific creature types, this is done for convenience only. The prowl card's current creature types are what actually matter. For example, if a card such as Conspiracy causes a prowl spell to be an Elf, then you can pay its prowl cost rather than its mana cost only if an Elf you controlled dealt combat damage to a player that turn.
 
* Prowl is optional. If you want, you can pay a spell's normal mana cost rather than pay its prowl cost.
 
* Some prowl cards have comes-into-play abilities or additional effects if their prowl costs were paid. You'll get them if you played the card by paying its prowl cost rather than its normal mana cost.
 
==Example==
{{examples|text=''
*<c>Morsel Theft</c> - {{2}}{{B}}{{B}}<br>Tribal Sorcery {{-}} Rogue<br>Prowl {{1}}{{B}} ''(You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)''<br>Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card.<br>
}}


==Color percentages==
==Trivia==
<div style="background-color: #f7f7d3; border: 1px solid #111111; padding: 10px; padding-top: 0px; margin-top: 20px; margin-bottom:20px; margin-right: 100px; margin-left: 100px;">
* Prowl was featured as [[rules card]] 3 of 5 in the ''[[Morningtide]]'' set.
There is a total of 9 cards that involve prowl, which divide by color as such:
* Prowl is a 6 on the [[Storm Scale]]. It wasn't particularly popular.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/178995603428/you-might-have-answered-this-already-but-i-cant|title=Where does Prowl fall on the Storm Scale?|October 12, 2018}}</ref>
*Black = 56 %
==References==
*Blue = 44 %
{{Reflist}}
</div>


[[Category:Keywords]][[Category: Magic rules]]
{{Mechanics|keyword}}

Latest revision as of 10:22, 24 February 2024

Prowl
Keyword Ability
Type Static
Introduced Morningtide
Last used Zendikar Rising Commander Decks
Reminder Text Prowl [cost] (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a [subtype].)
Storm Scale 6[1]
Statistics
10 cards
{U} 50% {B} 50%
Scryfall Search
keyword:"Prowl"

Prowl is an alternative cost that appears on some Rogue creature or kindred cards.

Description

Prowl was introduced in Morningtide.[2] You may cast a card for its prowl cost if you dealt combat damage to a player the current turn with a creature that shared a creature type with the card with Prowl. All Prowl cards have the subtype Rogue, with other types being three Goblins and one Faerie. There are also four Sorceries and one Instant, all with kindred type Rogue. Prowl returned in the Zendikar Rising/Commander decks with Enigma Thief, adding Sphinx to the types. The first red Dinosaur Prowl card was printed in Jurassic World Collection with Hunting Velociraptor. Freerunning can be considered a variant of Prowl.

Rules

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Prowl
A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.76, “Prowl.”

From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

  • 702.76. Prowl
    • 702.76a Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell’s creature types.” Casting a spell for its prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.

Rulings

  • At the time you cast a spell that has prowl, you look back over the course of the turn to check if the prowl condition has been met. What matters is whether you controlled a permanent with any of the relevant creature types at the time it dealt combat damage. It doesn't matter whether you still control the permanent or if its creature types are still the same.
  • Casting a card for its prowl cost doesn't change the timing of when you can cast it. Only the cost is different.
  • Although the prowl reminder text lists specific creature types, this is done for convenience only. The prowl card's current creature types are what actually matter. For example, if a card such as Conspiracy causes a prowl spell to be an Elf, then you can pay its prowl cost rather than its mana cost only if an Elf you controlled dealt combat damage to a player that turn.
  • Prowl is optional. If you want, you can pay a spell's normal mana cost rather than pay its prowl cost.
  • Some prowl cards have enters-the-battlefield abilities or additional effects if their prowl costs were paid. You'll get them if you cast the card by paying its prowl cost rather than its normal mana cost.

Examples

Example

Morsel Theft {2}{B}{B}
Tribal Sorcery — Rogue
Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Target player loses 3 life and you gain 3 life. If Morsel Theft's prowl cost was paid, draw a card.

Trivia

References

  1. Mark Rosewater (2018-10-12). "Where does Prowl fall on the Storm Scale?". Blogatog. Tumblr.
  2. Mark Rosewater (January 14, 2008). "But Wait, There's More". magicthegathering.com. Wizards of the Coast.
  3. Mark Rosewater (October 12, 2018). "Where does Prowl fall on the Storm Scale?". Blogatog. Tumblr.