Home / Magic: The Gathering / Marvel Super Heroes / Moon Girl and Devil Dinosaur
Moon Girl and Devil Dinosaur
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Legendary Creature — Human Dinosaur Hero

Moon Girl and Devil Dinosaur

rare · Legendary Creature — Human Dinosaur Hero · Marvel Super Heroes
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Whenever you draw your second card each turn, until end of turn, Moon Girl and Devil Dinosaur's base power and toughness become 6/6 and they gain trample.
Whenever an artifact you control enters, draw a card. This ability triggers only once each turn.

Card Details

2/2Power / Toughness
{1}{G}{U}Mana Cost
1Prints

Character Background

Moon Girl and Devil Dinosaur is a clean value-tempo engine that rewards you for doing exactly what Simic wants anyway: drawing extra cards and turning small permanents into momentum. In play, the card starts as a modest 2/2, but the first time you draw your second card in a turn, it becomes a sudden 6/6 trampler, making cantrip chains and end-step draw spells especially threatening. The artifact clause is the real deckbuilding hook, though: with cheap artifacts, tokens, or artifact-based ramp, you can cash in one card each turn and reliably trigger the Dino’s transformation on schedule. It fits best in a tempo or midrange shell that can pressure while holding up interaction, since you threaten a huge swing without overcommitting. Pair it with low-cost artifacts like Treasure producers, baubles, or mana rocks, plus repeatable draw sources to keep the engine humming and force opponents to answer both the card advantage and the combat clock.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Moon Girl and Devil Dinosaur is a clean value-tempo engine that rewards you for doing exactly what Simic wants anyway: drawing extra cards and turning small permanents into momentum. In play, the card starts as a modest 2/2, but the first time you draw your second card in a turn, it becomes a sudden 6/6 trampler, making cantrip chains and end-step draw spells especially threatening. The artifact clause is the real deckbuilding hook, though: with cheap artifacts, tokens, or artifact-based ramp, you can cash in one card each turn and reliably trigger the Dino’s transformation on schedule. It fits best in a tempo or midrange shell that can pressure while holding up interaction, since you threaten a huge swing without overcommitting. Pair it with low-cost artifacts like Treasure producers, baubles, or mana rocks, plus repeatable draw sources to keep the engine humming and force opponents to answer both the card advantage and the combat clock.

Generated using gpt-5.4-mini · Updated at 2026-08-11 11:10:42 UTC

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