The Magic: The Gathering Masters 25 edition Colossal Dreadmaw card, a high-impact green Dinosaur creature designed for strategic gameplay.
Colossal Dreadmaw
2018 • Magic: The Gathering • Masters 25
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Description
Among these staples is Colossal Dreadmaw, identified as card number 163 in the set. This six-mana green Dinosaur creature stands out for its imposing stats, boasting a 6/6 power and toughness that commands the battlefield immediately upon entry. Its Trample ability allows excess combat damage to flow past opposing blockers, making it a formidable threat that opponents must answer with significant resources. Designed by Jesper Ejsing, the card captures the raw, primal nature of the beast, appealing to collectors who appreciate the artistry behind the game's creature designs. For enthusiasts of the Magic: The Gathering trading card game, this card represents a key component for decks seeking efficient, high-impact removal or aggressive strategies. Whether you are building a specific archetype or expanding your collection of iconic creatures, this card holds a distinct place in the lore of Magic. Collectors often seek this release to complete their Masters 25 set, valuing the historical context it provides to the game's ongoing narrative. The straightforward design and clear rules text make it accessible for new players while remaining a respected threat in competitive circles.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
The core identity of the card within the set.
Featured Subject
The subject, team, league, and sport context tied to this card.
Featured
Colossal Dreadmaw
Game
Magic: The Gathering
TCG Attributes
Rarity, print treatment, and game-specific stats for this card.
Common
Jesper Ejsing
Card Stock
English
{4}{G}{G}
Creature — Dinosaur
6 / 6
G
Card Text
Abilities, attacks, oracle text, and flavor text printed on the card.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
If you feel the ground quake, run. If you hear its bellow, flee. If you see its teeth, it's too late.
