Knife in the Dark
At Knifepoint is a compact utility enchantment that reads like a squadsman plan. For {1}{B}{R} you get a conditional first strike bonus for your outlaws during your turn and a steady stream of 1 1 Mercenary tokens when you commit a crime. Play it in decks that lean on combat tricks and small creature synergies: the token generation doubles as chump blockers and as fodder for pump effects while the conditional first strike turns favorable trades into card advantage.
The card fits into aggressive rogue and mercenary shells without adding complexity. The Mercenary token carries a tap activated buff for your creatures so the card supports both go wide strategies and targeted combat plays. From a lore angle the enchantment reads like a pact struck on the back alleys of Thunder Junction, rewarding players who push fights on their terms.
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 is 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.