Spinewoods Paladin — Steady Trample for Midrange Green
Spinewoods Paladin is a straightforward threat for green decks that want a resilient late game top end. This Human Knight arrives as a 5/4 with trample, which turns any favorable attack into meaningful damage. When it enters the battlefield you gain three life, a tidy buffer that helps stabilize against aggressive starts and keeps pressure even after trades.
Its Plot mechanic gives you a toolbox option from the hand. You can pay the Plot cost and exile it to cast later as a sorcery without paying its mana cost, which fits into a slow roll or surprise swing on your turn. As a near mint foil from Outlaws of Thunder Junction this card is tournament ready for play or a reflective pick for collectors who value playable singles with clean art and foil pickup.
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