Prowl

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Prowl is an alternative cost that appears on some Rogue creature cards. Prowl was introduced in Morningtide. [1]

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Rulings

  • 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.
  • 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

Color percentages

There is a total of 9 cards that involve prowl, which divide by color as such:

  • Black = 56 %
  • Blue = 44 %

Trivia

References

  1. Mark Rosewater (January 07, 2008). "But Wait, There's More". magicthegathering.com. Wizards of the Coast.