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Grabby Giant // That's Mine

~$0.22 low · ~$0.30 high

Red. Creature — Giant // Instant — Adventure

three generic manaone red mana // one generic manaone red mana

0133 · WOE · C · ENWhat the codes mean

Grabby Giant // That's Mine

Wilds of Eldraine #133 · Illustrated by Johann Bodin

What is Grabby Giant // That's Mine worth?

Cheapest copy

~$0.22

Non-foil · Wilds of Eldraine #133

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Highest TCGplayer price

~$0.30

Foil · Wilds of Eldraine #133

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2 prices from $0.22 to $0.30. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Grabby Giant

three generic manaone red mana

Creature — Giant

Reach

two generic manaone red mana, Sacrifice an artifact or land: Draw a card.

4/3

That's Mine

one generic manaone red mana

Instant — Adventure

Create a Treasure token. (Then exile this card. You may cast the creature later from exile.)

The only printing of Grabby Giant // That's Mine

PrintingRarityNon-foilFoilCardmarket (EUR)My collection

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Grabby Giant // That's Mine

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Card details

First printed
2023
Printings
1
Mana value
4
EDHREC rank
#12,708 on EDHREC (Commander popularity)
Keywords
Reach, Treasure
Artist
Johann Bodin

What the codes mean

The small print at the bottom of the Wilds of Eldraine card (#133).

0133 · WOE · C · EN

  • 0133Collector number: this card's place in the set list.
  • WOESet code for Wilds of Eldraine
  • CCommon
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Card breakdown

The parts of Grabby Giant // That's Mine (2 faces), read from the Wilds of Eldraine printing. How to read any Magic card.

Grabby Giant

Mana cost
three generic manaone red manaWhat you pay to cast this face.
Type line
Creature is the card type. Giant is the subtype, after the dash.
Text box
What the card does.
Power / toughness
4/3: power is the combat damage it deals; toughness is how much damage destroys it.

That's Mine

Mana cost
one generic manaone red manaWhat you pay to cast this face.
Type line
Instant is the card type. Adventure is the subtype, after the dash.
Text box
What the card does. Italic text in brackets is reminder text: it explains a rule and has no effect on the game.

This printing

Illustration
By Johann Bodin. The art has no effect on the game.
Set symbol
Wilds of Eldraine. Black or white means common.
Collector number
0133 = collector number: this card's place in the set list.
Rarity letter
C = common
Set code
WOE = set code for Wilds of Eldraine
Language
EN = printed in English
Artist
Johann Bodin, after the paintbrush.
Copyright
Wizards of the Coast's copyright notice, with the year.

Keywords

ReachCR 702.17
It can block creatures with flying.

Rule numbers from the Magic Comprehensive Rules, version of September 25, 2026.

Rulings (12)

  1. 2023-09-01

    When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card’s normal characteristics. The spell’s color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

  2. 2023-09-01

    An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it’s in your graveyard, Questing Druid is a green creature card whose mana value is 2. It can’t be the target of Tenacious Tomeseeker’s triggered ability (“return target instant or sorcery card from your graveyard to your hand”).

  3. 2023-09-01

    If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

  4. 2023-09-01

    If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won’t give you permission to cast it as a permanent spell.

  5. 2023-09-01

    If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it’s not possible to cast the copy as a permanent.

  6. 2023-09-01

    An effect may refer to a card, spell, or permanent that “has an Adventure.” This refers to a card, spell, or permanent that has an adventurer card’s set of alternative characteristics, even if they’re not being used and even if that card was never cast as an Adventure.

  7. 2023-09-01

    Casting a card as an Adventure isn’t casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

  8. 2023-09-01

    You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you’ll be able to cast it only during your main phase while the stack is empty.

  9. 2023-09-01

    If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it’s a token) or cease to be a copy (if it’s a nontoken permanent), and so you won’t be able to cast it as an Adventure.

  10. 2023-09-01

    If an effect refers to a card, spell, or permanent that has an Adventure, it won’t find an instant or sorcery spell on the stack that’s been cast as an Adventure.

  11. 2023-09-01

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell. For example, if you control Johann, Apprentice Sorcerer (“Once each turn, you may cast an instant or sorcery spell from the top of your library.”) and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.

  12. 2023-09-01

    If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner’s graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won’t be exiled and the spell’s controller won’t be able to cast it as a permanent later.

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