Railway Brawler – MTG Proxy Outlaws of Thunder Junction

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SKU: MTGG-232 Category:

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Railway Brawler

3 generic manaGreen manaGreen mana

Mana value: 5 · Color identity: Green

Creature — Rhino Warrior

Reach, trample
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
Plot 3 generic manaGreen mana (You may pay 3 generic manaGreen mana and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

Power / toughness: 5 / 5

Card format legality
Commander
Legal
Modern
Legal
Pioneer
Legal
Standard
Legal
Legacy
Legal
Vintage
Legal
Pauper
Not legal

Format status describes the underlying Magic card, not eligibility of this printed product for sanctioned play.

Updated

Card rulings 6
  1. The value of X is determined as Railway Brawler’s triggered ability resolves.
  2. Plot abilities are written “Plot [cost],” which means “Any time you have priority during your main phase while the stack is empty, you may pay [cost] and exile this card from your hand. It becomes plotted.”
  3. Exiling a card using its plot ability is a special action. Once you announce you’re taking that action, no other player can respond by trying to remove that card from your hand.
  4. You can’t cast a plotted card on the same turn it became plotted. On any future turn, you may cast that card from exile without paying its mana cost during your main phase while the stack is empty.
  5. If you’re casting a plotted card from exile without paying its mana cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the plotted card has any mandatory additional costs, those must still be paid to cast the spell.
  6. If a plotted card has X mana in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Updated

Railway Brawler makes later creatures arrive with a substantial boost. Whenever another creature enters under your control, the Brawler puts +1/+1 counters on it equal to that creature's power. A creature that enters as a 4/4 can become an 8/8, while creatures with higher power or other bonuses can receive even more counters.

The power is checked when the trigger resolves, so changing the new creature's power beforehand can change the counter count. Existing static bonuses also matter. Branching Evolution and similar counter support can increase the counters placed, making the Brawler attractive in green decks that already care about large creatures and permanent growth.

Plot lets you pay four mana to exile it from hand and cast it for no mana on a later turn at sorcery speed. That spreads the setup across turns and leaves more mana available for follow-up creatures on the turn the Brawler arrives. You cannot plot and use that permission to cast it on the same turn. The Brawler does not put counters on itself through its own entry, and it needs subsequent creatures to generate value. Reach and trample still provide a useful body, but a hand with no follow-ups may not exploit the main ability. Plan a turn where you establish the Brawler and then deploy another meaningful creature or token producer. The payoff is strongest when the larger bodies have evasion, trample, or another way to translate their new size into progress.

Weight 0.0125 lbs
Dimensions 0.0 × 0.0 × 0.0 in
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