Desolation Prowler
Pay 2 life: This creature gets +2/+2 until end of turn. Activate only once each turn.
Grade A- Grade from the win rate
Win rate when drawn 61.2% +5.0 vs average 30,018 games
Win rates and picks
- 58.5% 64,042 games
- Average pick ()
- 2.8
By deck
- Goblin Army 61.8% 14,067 games
- Ferocious Wolves 61.9% 10,589 games
- Removal Control 57.2% 2,614 games
- Removal Midrange 58.8% 924 games
Win rates from , 323,114 games. This card is compared with the set average (56.2%).
Reviews
A strict upgrade to Putrid Leech wasn't on my bingo card for 2026, but this is pretty sweet. Desolation Prowler is a very difficult creature to get into combat with since it can become a 4/4 without spending any mana, so it won't be outclassed for quite some time. This looks like a very powerful in the format and a great addition to the decks in particular.
Black's uncommons are universally good cards, and Desolation Prowler is a Top 10 card in the entire format.
Turn-1 Rabbit or Nighthowl into Desolation Prowler probably has like an 80% win rate or something. It's best in aggressive decks, but secretly an incredible blocker too. You'll usually want to pay 2 life if you're connecting with it, since you're inherently aheadby virtue of having a mythic uncommon in play. Just don't pump it into , as I've Pineconed way too many of these for free.
How to draft it
One of the 20 cards to memorize. Pay 2 life, once each turn, to make this 2-mana 2/2 a 4/4 until end of turn.
Roles in each deck
Goblin Army Threat
Paying 2 life, no mana, once each turn makes it a 4/4 until end of turn, so opposing 2- and can neither block it nor attack into it safely. The pump also turns on , which checks for a creature with power 4 or greater, for Nighthowl Pursuer and Ravening Warg.
How to play it
Learn the Goblin Army deckAttack from turn 3 and pay the life after blockers are declared, either to win the fight or to deal 4 unblocked. If a red opponent keeps 2 mana open, skip the pump, because a Pinecone Strike in response kills it as a 2/2 and the life is gone too. On defense it blocks as a 4/4.
Ferocious Wolves Sets up the plan
Two life buys +2/+2 once each turn, which makes this the cheapest way to 4 power.
How to play it
Learn the Ferocious Wolves deckThe pump works on the opponent's turn too, so it blocks like a 4/4. Against open mana and a cheap spell, pay only when the pump wins something, since a kill in response wastes the life.
Removal Control Early play
It's the best creature below rare here, because few early attackers get past it. Once each turn, for 2 life and no mana, the 2/2 gets +2/+2 until end of turn, so it blocks like a 4/4.
How to play it
Learn the Removal Control deckPay the life after blockers are declared, when the attacker can no longer back out. The limit resets each turn, so it can grow on their turn and again on yours. While the opponent is racing you, don't spend 2 life a turn to attack for 4.
Removal Midrange Threat
Paying 2 life makes this a 4/4 until end of turn, once each turn and with no mana spent. Early it holds off 3-drops on defense, and late it still hits for 4.
How to play it
Learn the Removal Midrange deckAttack as a 2/2 and decide after blockers are declared. Pay the life if a 3/3 blocks, and when nothing blocks, pay only if 2 more damage is worth 2 life to you.