Home / Magic: The Gathering / Ice Age / Green Scarab
Green Scarab
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Enchantment — Aura

Green Scarab

uncommon · Enchantment — Aura · Ice Age
$0.26
Low
$0.31
Market
$0.39
High

Oracle Text

Enchant creature
Enchanted creature can't be blocked by green creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a green permanent.

Card Details

-/-Power / Toughness
{W}Mana Cost
1Prints

Character Background

Green Scarab is a small but efficient white Aura from Ice Age that rewards a proactive, tempo-oriented plan: suit up an evasive attacker, push damage through, and keep the pressure on while the opponent struggles to stabilize. Its most reliable function is making a key creature effectively unblockable against many green-based boards, while the +2/+2 bonus turns it into a real threat whenever the opponent controls any green permanent. That makes it especially appealing in white aggressive decks, or in control shells that only need one resilient finisher to close the game. It pairs well with creatures that already have evasion or protection, since forcing awkward blocks is half the value; flying or first strike creatures make particularly nasty carriers. In sideboard terms, it can punish green midrange decks hard, and in draft it becomes much better when you can identify an opponent leaning on forests, mana dorks, or green splash cards.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.26 - $0.39
At the current market price of $0.31.
Average Time to Sell
3 days
At the current market price of $0.31.

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Character Background

Green Scarab is a small but efficient white Aura from Ice Age that rewards a proactive, tempo-oriented plan: suit up an evasive attacker, push damage through, and keep the pressure on while the opponent struggles to stabilize. Its most reliable function is making a key creature effectively unblockable against many green-based boards, while the +2/+2 bonus turns it into a real threat whenever the opponent controls any green permanent. That makes it especially appealing in white aggressive decks, or in control shells that only need one resilient finisher to close the game. It pairs well with creatures that already have evasion or protection, since forcing awkward blocks is half the value; flying or first strike creatures make particularly nasty carriers. In sideboard terms, it can punish green midrange decks hard, and in draft it becomes much better when you can identify an opponent leaning on forests, mana dorks, or green splash cards.

Generated using gpt-5.4-mini · Updated at 2026-08-11 11:40:50 UTC

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