At Knifepoint At Knifepoint sits like a gamble at the table. It is an enchantment that alters combat math and rewards an outlaw playstyle. As long as it is your turn, outlaws you control gain first strike, which changes blockers into liabilities and forces opponents to rethink blocks. The card name and effect fit cleanly into aggressive decks that rely on small creatures and repeatable token value.
Beyond the static boost the card gives, it creates tangible board presence when you commit crimes. Each crime creates a 1/1 red Mercenary token that can tap to push damage through by granting a creature you control plus one power until end of turn. The token ability reads like a built in trick that scales with incremental plays and triggers only once each turn, which makes sequencing and timing important. Use it to turn incidental attacks into clean trades or to close out a swing turn when you already have momentum.
Card Details:
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Mana Cost – {1}{B}{R}
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Card Type – Enchantment
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Subtypes – (none)
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Card Text / Rules Text (Printed) – As long as it’s your turn, outlaws you control have first strike. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) Whenever you commit a crime, create a 1/1 red Mercenary creature token with "T: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." This ability triggers only once each turn.
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Power / Toughness – N A