Spinewoods Paladin — Steady Escort from the Thicket Spinewoods Paladin is a straightforward midrange threat that rewards timing and careful resource management. The five four body hits the ground with trample and immediately plugs life back into your plan with a three life gain trigger. In combat it trades up against smaller blockers and forces awkward chump blocks against larger creatures thanks to trample. From a deck building perspective the card functions well in green decks that want resilience and incremental advantage.
The Plot three green clause gives you an alternate route from hand into later turns without spending its mana cost, which fits Outlaws of Thunder Junction themes of second chances and measured commitment. Play it as a ramp curve filler, a lifegain buffer or a late game cast when you can spare three and green and a tempo turn. Practical, predictable and useful in shell that values raw stats plus a small built in economy for midgame stabilization.
Card Details:
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Mana Cost – {4}{G}
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Card Type – Creature
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Subtypes – Human Knight
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Card Text / Rules Text (Printed) – Trample
When Spinewoods Paladin enters the battlefield, you gain 3 life.
Plot 3{G} (You may pay 3{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
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Power / Toughness – 5/4
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Rarity – Common
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Set – Outlaws of Thunder Junction
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Language – English
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Condition – Near Mint