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Smell Fear
Sorcery
common
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Target creature you control fights up to one target creature you don't control.
Semantic Tags
Cares about +1/+1 counters — places, moves, doubles, or benefits from counters on creatures.
Proliferate-focused strategy — adds counters of all types.
Proliferate-focused strategy — adds counters of all types.
A keyword ability that creates copies of a spell. See rule 702.40, “Storm.”
Storm count strategies — casting many spells in a single turn for storm triggers.
Format Legality
Price history
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Printings (2)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Jumpstart: Historic Horizons#638 | common | · | · | · |
| Modern Horizons 2#173 | common | · | · | · |
Related Concepts
To give an additional counter to any number of players and/or permanents of each kind they already have. See rule 701.34, “Proliferate.”
Related Rules
One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands™ expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban’s Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki’s Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz’s Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan’s Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven’s Ferrets; Joven’s Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards’ School.
Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.”
Storm
Fight
A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.
If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.
Proliferate
To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.
Rulings
You cannot cast Smell Fear without any targets just to proliferate. You must choose at least one creature you control as a target to cast this spell. If you don't choose a creature you don't control as a target, no fight will occur.
If you choose two creatures as targets with this spell and only one target is legal as the spell resolves, no fight will occur and no damage will be dealt, but you will still proliferate.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since “any number” includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
While proliferating, if you choose a permanent or player with multiple kinds of counters, the permanent or player gets another counter of each kind, not just one kind. This change from the original proliferate rules was introduced in a previous set.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents, and you can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
If all targets are illegal as Smell Fear tries to resolve, it doesn't resolve and you will not proliferate.