Fighter Class (Adventures in the Forgotten Realms) Light Play


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Master Your Arsenal with Fighter Class

The Fighter Class from Adventures in the Forgotten Realms elegantly captures the essence of martial prowess and strategic battlefield control. Upon entering the fray, it immediately lets you scout out an Equipment card from your deck, ensuring your creatures are always battle-ready. This opening move alone can swing the tide of combat, especially when paired with cards like Colossus Hammer or Embercleave, whose hefty equip costs are notoriously prohibitive. Fighter Class’s Level 2 ability trims those equip costs by two mana, letting you arm your creatures with devastating efficiency and maintain momentum.

Progressing to Level 3, Fighter Class assumes a commanding presence, compelling opposing creatures to block your attackers. This subtle yet powerful control mechanism complements aggressive strategies and protective tactics alike, forcing your opponent into unfavorable skirmishes. In decks featuring robust creatures or synergistic Equipment, Fighter Class not only provides utility but consistently pressures opponents to rethink their blocks. Whether you’re outfitting frontline warriors or bolstering a swift strike force, this enchantment embodies the disciplined mastery that defines the Fighter archetype.

Card Details:

  • Mana Cost: {R}{W}
  • Card Type: Enchantment — Class
  • Subtypes: Class
  • Card Text / Rules Text (Printed): (Gain the next level as a sorcery to add its ability.)
    When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
    {1}{R}{W}: Level 2 — Equip abilities you activate cost {2} less to activate.
    {3}{R}{W}: Level 3 — Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
  • Power / Toughness: N/A
  • Loyalty: N/A

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