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Chainweb Aracnir

Chainweb Aracnir

{G}
Creature — Spider

Reach

When this creature enters, it deals damage equal to its power to target creature with flying an opponent controls.

Escape—{3}{G}{G}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

This creature escapes with three +1/+1 counters on it.

1/2

Illustrated by Sam Rowan

Formats
Not Legalstandard
Legalhistoric
Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Not Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Not Legalalchemy

This printing

Number#167
RarityUncommon
ReleasedJan 24, 2020
EDHREC rank#9,712

Prices

USD$0.26
USD foil$0.51
EUR€0.12
EUR foil€0.38
MTGO0.03 tix
Rulings (8)
  • Escape's permission doesn't change when you may cast the spell from your graveyard.

    Jan 24, 2020 · Wizards of the Coast
  • If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.

    Jan 24, 2020 · Wizards of the Coast
  • If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.

    Jan 24, 2020 · Wizards of the Coast
  • If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.

    Jan 24, 2020 · Wizards of the Coast
  • Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.

    Jan 24, 2020 · Wizards of the Coast
  • If Chainweb Aracnir leaves the battlefield before its triggered ability resolves, use its power as it last existed on the battlefield to determine how much damage it deals.

    Jan 24, 2020 · Wizards of the Coast
  • After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.

    Jan 24, 2020 · Wizards of the Coast
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.

    Jan 24, 2020 · Wizards of the Coast

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