Perennial Behemoth
Tracked across real Commander games played through TurnZero HQ.
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What it does
You may play lands from your graveyard.
Unearth ({G}{G}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Combos with Perennial Behemoth
The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.
- Fastbond Zuran Orb Infinite
- Infinite lifegain triggers
- Infinite lifegain
- Infinite landfall triggers
- Infinite mana lands you control that enter the battlefield untapped can produce
- Glacial Chasm Zuran Orb Infinite
- Prevent all damage that would be dealt to you
- Lock
- Glacial Chasm Azusa, Lost but Seeking Infinite
- Prevent all damage that would be dealt to you
- Lock
- Hearthhull, the Worldseed Retreat to Coralhelm Infinite
- Infinite card draw
- Infinite draw triggers
- Near-infinite landfall triggers
- Near-infinite lifeloss
- Aesi, Tyrant of Gyre Strait Walk the Aeons Mystic Sanctuary Infinite
- Infinite turns
- Lock
- Mystic Sanctuary Dust Bowl Walk the Aeons Infinite
- Skip your draw steps
- Near-infinite turns
- Lock
- Enter the Unknown Mystic Sanctuary Bolas's Citadel Zuran Orb Infinite
- Infinite lifegain triggers
- Infinite storm count
- Infinite magecraft triggers
- Infinite landfall triggers
- Infinite +1/+1 counters on creatures you control
- Infinite lifegain
- Infinite blue mana
- Hearthhull, the Worldseed Clock of Omens Tireless Provisioner Roaming Throne Infinite
- Infinite artifact ETB
- Infinite artifact tokens
- Infinite card draw
- Near-infinite lifeloss
- Infinite draw triggers
- Near-infinite landfall triggers
- Infinite tapped Treasure tokens
- Near-infinite tapped Food tokens
- Near-infinite tapped Treasure tokens
Showing the 8 shortest and most explosive. This card appears in more than these. Follow any of them through to Commander Spellbook to browse the rest.
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
7 official rulings, in the order Wizards published them.
- 2022-10-14
If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will do nothing as it resolves.
- 2022-10-14
Perennial Behemoth doesn't allow you to activate abilities (such as cycling) of land cards in your graveyard.
- 2022-10-14
Unearth grants haste to the permanent that's returned to the battlefield (even if it's not a creature card). However, neither of the "exile" abilities is granted to that permanent. If that permanent loses all its abilities, it will still be exiled at the beginning of the next end step, and if it would leave the battlefield, it is still exiled instead.
- 2022-10-14
If a permanent returned to the battlefield with unearth would leave the battlefield for any reason, it's exiled instead—unless the spell or ability that's causing the permanent to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If that spell or ability later returns the card to the battlefield (as Static Net might, for example), the permanent card will return to the battlefield as a new object with no relation to its previous existence. The unearth effects will no longer apply to it.
- 2022-10-14
Activating a card's unearth ability isn't the same as casting that card. The unearth ability is put on the stack, but the card is not. Spells and abilities that interact with activated abilities (such as Defabricate's second mode) will interact with unearth, but spells and abilities that interact with spells (such as Scatter Ray) will not.
- 2022-10-14
At the beginning of the next end step, a permanent returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects such as Defabricate that counter triggered abilities. If the ability is countered, the permanent will stay on the battlefield and the delayed triggered ability won't trigger again. However, the replacement effect will still exile the permanent if it eventually leaves the battlefield.
- 2022-10-14
Perennial Behemoth doesn't change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Perennial Behemoth, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Titania, Protector of Argoth | 1 | 0 | — |
| Yuma, Proud Protector | 1 | 0 | — |
Colors it shows up in
- Mono-Green 1 deck
- Naya 1 deck
Every version of Perennial Behemoth
5 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

Outlaws of Thunder Junction Commander
- Normal
- $0.94

- Normal
- $0.57
- Foil
- $0.49

Promo
The Brothers' War Promos
- Normal
- $0.70
- Foil
- $0.77

Promo
The Brothers' War Promos
- Foil
- $2.33

Extended Art
- Normal
- $1.10
- Foil
- $1.51
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Perennial Behemoth. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.