Anzrag, the Quake-Mole card image

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Anzrag, the Quake-Mole

Legendary Creature — Mole God

Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase. : Anzrag must be blocked each combat this turn if able.
His claws tear at the foundations of civilization.

Color profile

Color identity

  • Red
  • Green

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

4
  1. Wizards of the Coast

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

  2. Wizards of the Coast

    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.

  3. Wizards of the Coast

    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.

  4. Wizards of the Coast

    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.

Public deck signals

Often played with

0 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

No sampled co-occurrences found

No other nonland cards were found alongside this card in the sampled public decks.

Same Oracle card

Other printings

5 results