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
{1}{G}
Color identity
G
Rarity
common
Set
Visions
Price
$0.11
EDHREC rank
#27867
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Feral Instinct card art
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

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

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.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.