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Anzrag, the Quake-Mole

{2}{R}{G}

Legendary Creature — Mole God

Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase. {3}{R}{R}{G}{G}: Anzrag must be blocked each combat this turn if able.
Plays as:
Extra Combat
CommanderLegalModernLegalStandardLegal
Format legality

Constructed

StandardLegal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperNot legal

Commander

CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersNot legal

Arena

AlchemyNot legal
HistoricLegal
TimelessLegal
BrawlLegal
Standard BrawlLegal
Competitive BrawlLegal
GladiatorLegal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulLegal
Future StandardLegal

Used in 21 known combosEDHREC #2,696Played in Under 1% of cEDH decks with red and green

Printings
6
Price range
$6.54to$20.00

Versions

6 printings · from $6.54

In products
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Rulings

4 · latest Feb 2, 2024
  • WotCFeb 2, 2024

    Anzrag, the Quake-Mole's first ability may trigger multiple times in the same turn. Each time it resolves, you create an additional combat phase.

  • WotCFeb 2, 2024

    If multiple creatures block Anzrag, the Quake-Mole, its first ability still triggers only once.

  • WotCFeb 2, 2024

    If you activate Anzrag, the Quake-Mole's last ability, but each creature the defending player controls can't block for any reason, Anzrag isn't blocked. If there's a cost associated with blocking Anzrag, the defending player isn't forced to pay that cost, so it doesn't have to be blocked in that case either.

  • WotCFeb 2, 2024

    If you activate Anzrag, the Quake-Mole's last ability, only one creature is required to block it each combat this turn. Other creatures may also block it and are free to block other creatures or not block at all.