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Protection and Evasion in Green: Creeperhulk's Playstyle
Green has always claimed a frontline seat in the long, glorious history of Magic: The Gathering, and Creeperhulk leans into that tradition with a slow-blooming, stomping grandeur 🧙♂️. This card, a creature — Plant Elemental with a sturdy 5/5 body for a modest mana cost of 3GG, embodies the green philosophy of growth, overwhelming force, and the artful dance of combat. Printed in Commander Anthology (set CMA), Creeperhulk arrives as a rare that invites players to think about protection and evasion not as separate tracks but as a single, flowing strategy. The flavor text—“I saw the devastation when the juggernauts crashed the walls of An Karras. Then I got to thinking.”—speaks to a green mindset: see the threat, grow past it, and find a way through with raw momentum 🔥💎⚔️.
At first glance Creeperhulk looks like a classic midrange beater. It’s big enough to threaten a single commander or a tempting pair of blockers, and its triggered ability adds a surprising dimension to green combat plans. With trample baked in, Creeperhulk makes it practical to push through lethal damage even when the path is blocked by a sturdier team. The mana cost—three colorless and two green—speaks to ramp into play, then accelerate into even bigger plays as the game unfolds. The rare status, while not a flashy mythic, places Creeperhulk in the category of reliable, late-game accelerants that can swing a match when the board state tilts toward green’s advantage 🧙♂️🎨.
Speaking of protection, Creeperhulk’s ability is the key to turning this creature into a mobile fortress. For the cost of {1}{G}, you can give a single creature you control base power and toughness 5/5 and grant it trample until end of turn. This is a potent form of evasion and protection rolled into one: you’re not just buffing a creature—you’re converting it into a punch-through threat capable of smashing through a wall of blockers. In practical terms, that means you can turn a relatively modest board into a crushing alpha strike, making it harder for opponents to safely jump in front of your biggest glucose—er, creatures—without suffering major damage. It also gives you a powerful tool to salvage combat math when opponents deploy tricky blockers or deathtouch ambushes. It’s a quintessential example of green’s ability to bend combat outcomes in your favor through well-timed pump effects and pressure on the stack ⚔️.
From a deck-building perspective, Creeperhulk invites you to lean into a “grow the board, break through” archetype. Pair it with green ramp to accelerate into a late-game menagerie of threats, then use Creeperhulk to supercharge a key beater. The fact that this is a reprint in Commander Anthology makes it a familiar piece for long-running green-stompy strategies, while its rarity and fertility of synergy invite both new and veterans to experiment with different pairing strategies. You can anchor Creeperhulk in a mass-pump approach, where you load up on other temporary buffs and temporary evasion tricks to keep each attack step unpredictable and dangerous. The result is a dynamic, experiential combat phase that rewards careful timing, not brute force alone 🔥🎲.
Artifacts and enchantments that protect your big threats or shield your board become especially valuable when Creeperhulk is on the battlefield. Cards that untap or draw extra turns can make your 1G activation loom large, turning a single mana into a 5/5 trample engine for the turn. In multiplayer commander, where board states shift rapidly, Creeperhulk’s resilience lies as much in its synergy as in its own power. Think of it as a green battering ram: a sturdy core that can be enhanced, redirected, or amplified by the right mix of ramp, recursion, and combat tricks. The aesthetic of the art—Ralph Horsley’s depiction of a towering, mossy behemoth—matches the green philosophy: growth, resilience, and the joy of overwhelming an opponent’s defenses with a confident, well-timed assault 🎨💎.
For players who enjoy the tactile side of the game, Creeperhulk also offers a design lesson: a six-mana color identity and a flexible combat trick show how a single spell-like ability can alter a whole combat math. The “5/5 for 3GG” baseline is no accident; it’s a deliberate choice that invites you to weave Creeperhulk into your curve with other early-game threats and mid-to-late-game value engines. The ability to grant a creature 5/5 with trample temporarily reduces the friction of blockers, effectively letting you convert a potential stalemate into a decisive blow. In this light, Creeperhulk is less about sheer brute force and more about the elegance of green’s evasion—finding a path through, around, or over defenses with natural growth and timely, efficient action 🧙♂️.
Collectors and players who enjoy the lore can also appreciate the flavor and history that Creeperhulk carries within Commander Anthology. The card’s lore-friendly flavor text hints at a world where giant constructs clash with the wild power of nature, and the art hints at the raw cradle of life that green embodies. As a non-foil, black-bordered card, it’s accessible to many players exploring Commander mythic or rare builds, while still offering the chance for clever synergies with other green staples and the occasional surprise combat trick. If you’re curating a green-centric deck, Creeperhulk serves as a reliable focal point that can anchor both board presence and tactical flexibility—even if your local meta shifts toward control or removal too often to keep a big beater alive without help 🧙♂️🔥.
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Creeperhulk
Trample
{1}{G}: Until end of turn, target creature you control has base power and toughness 5/5 and gains trample.
ID: e450cbd1-1d08-44ab-be87-95674dfc96cf
Oracle ID: c6423251-759a-48f1-a9ae-b49b98172c08
Multiverse IDs: 430317
TCGPlayer ID: 132004
Cardmarket ID: 298047
Colors: G
Color Identity: G
Keywords: Trample
Rarity: Rare
Released: 2017-06-09
Artist: Ralph Horsley
Frame: 2015
Border: black
EDHRec Rank: 18145
Penny Rank: 3484
Set: Commander Anthology (cma)
Collector #: 98
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — not_legal
- Timeless — not_legal
- Gladiator — not_legal
- Pioneer — not_legal
- Modern — not_legal
- Legacy — legal
- Pauper — not_legal
- Vintage — legal
- Penny — not_legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — not_legal
- Alchemy — not_legal
- Paupercommander — not_legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.32
- EUR: 0.20
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