Scurrid Colony
Creature — SquirrelPower and toughness2/2
Card text
Reach
This creature gets +2/+2 as long as you control eight or more lands.
Scurrid teeth evolved to crack open nuts, but they work just as well for crushing bones if the nest is threatened.
Showing Strixhaven: School of Mages#142
Price
0.18 $
Foil 0.36 $
11 printings
Daily estimate from Scryfall, not a shop quote.
Scurrid Colony rulings
Because damage remains marked on creatures until the damage is removed as the turn ends, nonlethal damage dealt to Scurrid Colony may become lethal if the number of lands you control falls below eight.
If the number of lands you control falls below eight, Scurrid Colony loses the +2/+2 bonus. This may cause it to die to damage that is already marked on it.
Scurrid Colony keyword rules
Reach Rule 702.17
Reach is a static ability.
A creature with flying can’t be blocked except by creatures with flying and/or reach. (See rule , “Declare Blockers Step,” and rule , “Flying.”)
Multiple instances of reach on the same creature are redundant.
Scurrid Colony format legality
Constructed
- StandardNot legal
- PioneerLegal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperLegal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderLegal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlNot legal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of Scurrid Colony 11
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