At Knifepoint gives your Outlaws a practical edge in combat. The enchantment reads plainly: as long as it is your turn, outlaws you control have first strike. That simple exchange shifts tempo in favor of creatures that tend to trade down or trade up; Assassins, Mercenaries, Pirates, Rogues and Warlocks suddenly become reliable strike pieces rather than precarious attackers.
The secondary trigger rewards an aggressive crime based plan. Whenever you commit a crime you create a 1/1 red Mercenary token with a tap ability that can push another creature through for an extra point of power until end of turn. Between the constant first strike and the token generation this card supports a low curve, creature heavy strategy and fits naturally in decks that prioritize combat tricks and repeatable tempo gains.
Card Details:
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Mana Cost – {1}{B}{R}
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Card Type – Enchantment
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Subtypes –
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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
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Rarity – Uncommon
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Set – Outlaws of Thunder Junction
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Language – English
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Condition – Near Mint