Search

Bloodbraid Challenger
Creature — Elf Berserker
rare
Cascade Haste Escape—, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
4/3
Semantic Tags
Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.
A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.85, “Cascade.”
Prevents enter-the-battlefield triggers from resolving. Torpor Orb and friends. Shuts down blink and ETB value.
Exiles cards from graveyards or prevents graveyard interaction. Shuts down recursion, flashback, and graveyard-matters strategies.
Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.
Returns cards from the graveyard to your hand, the battlefield, or the top of your library.
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.”
A keyword ability that creates copies of a spell. See rule 702.40, “Storm.”
Format Legality
Price history
Loading price history…
Printings (2)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Modern Horizons 3 Commander#70 | rare | · | · | · |
| Modern Horizons 3 Commander#122 | rare | · | · | · |
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
If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
If a spell with cascade is countered, the cascade ability will still resolve normally.
The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
Escape's permission doesn't change when you may cast the spell from your graveyard.
If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
You exile the cards face up. All players will be able to see them.
If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. It can escape again.
If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.