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Two-Headed Hunter // Twice the Rage

~$0.27 low · ~$0.33 high

Red. Creature — Giant // Instant — Adventure

four generic manaone red mana // one generic manaone red mana

0155 · WOE · U · ENWhat the codes mean

Two-Headed Hunter // Twice the Rage

Wilds of Eldraine #155 · Illustrated by Filip Burburan

What is Two-Headed Hunter // Twice the Rage worth?

Cheapest copy

~$0.27

Non-foil · Wilds of Eldraine #155

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Highest TCGplayer price

~$0.33

Foil · Wilds of Eldraine #155

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2 prices from $0.27 to $0.33. 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

Two-Headed Hunter

four generic manaone red mana

Creature — Giant

Menace (This creature can't be blocked except by two or more creatures.)

5/4

"I point, you club!"

Twice the Rage

one generic manaone red mana

Instant — Adventure

Target creature gains double strike until end of turn. (Then exile this card. You may cast the creature later from exile.)

The only printing of Two-Headed Hunter // Twice the Rage

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 Two-Headed Hunter // Twice the Rage

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Card details

First printed
2023
Printings
1
Mana value
5
EDHREC rank
#12,804 on EDHREC (Commander popularity)
Keywords
Menace
Artist
Filip Burburan

What the codes mean

The small print at the bottom of the Wilds of Eldraine card (#155).

0155 · WOE · U · EN

  • 0155Collector number: this card's place in the set list.
  • WOESet code for Wilds of Eldraine
  • UUncommon
  • ENPrinted in English

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

Card breakdown

The parts of Two-Headed Hunter // Twice the Rage (2 faces), read from the Wilds of Eldraine printing. How to read any Magic card.

Two-Headed Hunter

Mana cost
four 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. Italic text in brackets is reminder text: it explains a rule and has no effect on the game.
Flavor text
Italic story text below the rules. It has no effect on the game, and it can differ between printings.
Power / toughness
5/4: power is the combat damage it deals; toughness is how much damage destroys it.

Twice the Rage

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 Filip Burburan. The art has no effect on the game.
Set symbol
Wilds of Eldraine. Silver means uncommon.
Collector number
0155 = collector number: this card's place in the set list.
Rarity letter
U = uncommon
Set code
WOE = set code for Wilds of Eldraine
Language
EN = printed in English
Artist
Filip Burburan, after the paintbrush.
Copyright
Wizards of the Coast's copyright notice, with the year.

Keywords

MenaceCR 702.111
It can't be blocked except by two or more creatures.

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

Rulings (12)

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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”).

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