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Zurgo and Ojutai
Legendary Creature — Orc Dragon
mythic
Flying, haste Zurgo and Ojutai has hexproof as long as it entered this turn. Whenever one or more Dragons you control deal combat damage to a player or battle, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. You may return one of those Dragons to its owner's hand.
4/4
Semantic Tags
Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.
Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.
Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.
A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”
A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.
A card or token on the battlefield. See rule 110, “Permanents.”
Cares about or manipulates the top card(s) of your library. Includes scry, surveil, and top-deck payoffs.
Cares about or manipulates the top of library — Sensei's Top, miracles, Future Sight.
Format Legality
Price history
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Printings (4)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| March of the Machine Promos#258s | mythic | · | · | · |
| March of the Machine Promos#258p | mythic | · | · | · |
| March of the Machine#319 | mythic | · | · | · |
| March of the Machine#258 | mythic | · | · | · |
Related Concepts
Related Rules
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.
The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
Rulings
Because creatures with first strike deal combat damage before creatures without first strike, it’s also possible to have the ability trigger twice in the same combat by your Dragons dealing combat damage to one player at different times. This can also happen if an attacking Dragon you control has double strike.
The triggered ability will trigger once for each player or battle dealt combat damage by Dragons you control, no matter how many Dragons were involved. For example, if you attack a player with three Dragons and a battle that player protects with two Dragons, and they all connect, the ability will trigger twice.
You choose whether to return one of the Dragons that dealt combat damage to the player or battle as the triggered ability is resolving. This doesn’t target any of those Dragons.