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Ram Through
Instant
common
Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.
Semantic Tags
A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule 702.109, “Dash.”
A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.96, “Overload.”
Cares about power of creatures — Fling effects, power-based draw, Xenagos strategies.
Cares about power of creatures — Fling effects, power-based draw, Xenagos strategies.
A spell or ability that gives a temporary power/toughness boost.
A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”
Format Legality
Price history
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Printings (5)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| The List#IKO-170 | common | · | · | · |
| Commander Masters#314 | common | · | · | · |
| Jumpstart 2022#91 | common | · | · | · |
| Game Night: Free-for-All#105 | common | · | · | · |
| Ikoria: Lair of Behemoths#170 | common | · | · | · |
Related Rules
A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn’t specify the name of the token, its name is the same as its subtype(s) plus the word “Token.” Once a token is on the battlefield, changing its name doesn’t change its subtype(s), and vice versa.
A Monster Role token is a colorless Aura Role enchantment token named Monster with enchant creature and “Enchanted creature gets +1/+1 and has trample.”
A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.
Subtypes of each card type except creature and plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Subtypes of creature cards are one or two words and are listed after a long dash. Each word or two-word phrase, as listed in rule 205.3m, is a separate subtype. Objects other than planes may have multiple subtypes. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype.
Artifact subtypes are always a single word and are listed after a long dash: “Artifact — Equipment.” Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. See rule 205.3g for the complete list of artifact types.
Creature subtypes are usually a single word long and are listed after a long dash: “Creature — Human Soldier,” “Artifact Creature — Golem,” and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. See rule 205.3m for the complete list of creature types.
Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. See rule 205.3h for the complete list of enchantment types.
Instant subtypes are always a single word and are listed after a long dash: “Instant — Arcane.” Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. See rule 205.3k for the complete list of spell types.
Rulings
Once you’ve determined how much damage is excess, the creature you control simultaneously deals damage to the creature and to its controller. This damage may be modified by replacement or prevention effects.
If either creature is an illegal target as Ram Through tries to resolve, the creature you control won’t deal damage to any creature or player.
Excess damage caused by a spell or ability is similar to how combat damage from a creature with trample is handled. Start with the amount of damage being dealt to the creature and determine what is “lethal.” This is the creature’s toughness minus the amount of damage that it already has marked on it, but ignoring any replacement or prevention effects that will modify this damage. Also ignore whether the creature has an ability such as indestructible that will result in it not being destroyed by this damage.
If the target creature you control has deathtouch, 1 damage from it is lethal.