Feral Instinct
Instant
Target creature gets +1/+1 until end of turn.
Draw a card at the beginning of the next turn's upkeep.
- CMC
- 2
- Mana cost
- Color identity
- G
- Rarity
- common
- Set
- Visions
- Price
- $0.11
- EDHREC rank
- #27867
Feral Instinct gives your creature +2/+2 and trample until end of turn, then replaces itself with a card draw — all for two mana at instant speed. It's a combat trick that doesn't cost you a card, which is the baseline any pump spell needs to clear to earn a slot.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | not legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | legal |
| oathbreaker | legal |
In Commander, Feral Instinct is a role-player in go-wide or Voltron strategies that want cheap, card-neutral combat tricks — the instant speed matters when you're forcing through damage or surviving a block. Pauper is where it has the most real competition, since the format's creature decks have access to similar green pump at the same price point, but drawing a card keeps Feral Instinct above the cut line. Legacy and Vintage are non-starters; the power level required to compete means a two-mana cantrip trick doesn't register. Oathbreaker mirrors Commander's calculus — useful if your gameplan runs through a single attacking creature, forgettable otherwise.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.11 bulk tier
At $0.11, Feral Instinct is pure bulk — you're not paying a premium for anything here. The price is stable by definition; there's no version of this card that spikes.
Explore
Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.