Home / Magic: The Gathering / Mystery Booster 2 / Runed Terror
Runed Terror
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Artifact Creature — Elemental Champion

Runed Terror

rare · Artifact Creature — Elemental Champion · Mystery Booster 2
$0.17
Low
$0.20
Market
$0.25
High

Oracle Text

Instead of taking turns as normal, players take their phases sequentially. (For example, you take your beginning phase as the active player, then the next player in turn order becomes the active player and takes their beginning phase. After each player had a beginning phase, do the same for first main, combat phase, second main, ending phase, and then beginning phase again. If this creature leaves the battlefield, the active player continues their turn as normal.)

Card Details

6/6Power / Toughness
{6}Mana Cost
1Prints

Character Background

Runed Terror is a bizarrely oppressive build-around that rewards control and combo far more than fair combat, because it rewrites the entire table’s structure instead of simply dodging removal. By making players take phases sequentially, it breaks normal turn flow and creates a strange “everyone gets a piece” rhythm that can be exploited with instant-speed interaction, mana sinks, and permanents that trigger on each phase. In practice, it best supports a control shell that can survive long enough to exploit the chaos, or a combo deck that wants multiple upkeep, main-phase, or combat-step payoffs to stack up while opponents are locked into awkward sequencing. Pair it with cards that care about extra phases, untap effects, or “each time a phase begins” style triggers, and protect it carefully: if Runed Terror leaves, the table reverts to normal, so artifact recursion and defensive countermagic are valuable. Its 6/6 body also means it can close games once the lock is established.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.17 - $0.25
At the current market price of $0.20.
Average Time to Sell
3 days
At the current market price of $0.20.

Public Decks Using This Card

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Character Background

Runed Terror is a bizarrely oppressive build-around that rewards control and combo far more than fair combat, because it rewrites the entire table’s structure instead of simply dodging removal. By making players take phases sequentially, it breaks normal turn flow and creates a strange “everyone gets a piece” rhythm that can be exploited with instant-speed interaction, mana sinks, and permanents that trigger on each phase. In practice, it best supports a control shell that can survive long enough to exploit the chaos, or a combo deck that wants multiple upkeep, main-phase, or combat-step payoffs to stack up while opponents are locked into awkward sequencing. Pair it with cards that care about extra phases, untap effects, or “each time a phase begins” style triggers, and protect it carefully: if Runed Terror leaves, the table reverts to normal, so artifact recursion and defensive countermagic are valuable. Its 6/6 body also means it can close games once the lock is established.

Generated using gpt-5.4-mini · Updated at 2026-08-11 05:20:42 UTC

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