Home / Magic: The Gathering / Bloomburrow / Downwind Ambusher
Downwind Ambusher
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Creature — Skunk Assassin

Downwind Ambusher

uncommon · Creature — Skunk Assassin · Bloomburrow
$0.13
Low
$0.15
Market
$0.19
High

Oracle Text

Flash
When this creature enters, choose one —
• Target creature an opponent controls gets -1/-1 until end of turn.
• Destroy target creature an opponent controls that was dealt damage this turn.

Card Details

4/2Power / Toughness
{3}{B}Mana Cost
1Prints

Character Background

Downwind Ambusher reads like a literal breeze‑by assassin: a flashy 4/2 that arrives out of nowhere to ruin an opponent’s plan. Its instant speed makes it ideal for a tempo/interactive role — ambush blockers after attackers are declared or punish overextensions on your opponent’s turn — while the split enter-the-battlefield options give real flexibility: the -1/-1 mode removes chump blockers or weakens a threat, and the conditional destroy mode turns incidental damage into guaranteed removals. Build it into Rakdos or Grixis lists where you can reliably deal a point or two of damage to enemy creatures (cheap pings like Shock or Lightning Bolt in a red splash, or recurring one-damage sources) so the destroy clause flips on; it also pairs well with repeatable chip-damage creatures or exile-style combat tricks. In short, treat it as an instant-speed tempo tool that doubles as selective removal — slot several to keep pressure and surprise utility across midgame turns.

Generated using gpt-5-mini

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Suggested Pricing
$0.13 - $0.19
At the current market price of $0.15.
Average Time to Sell
3 days
At the current market price of $0.15.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Downwind Ambusher reads like a literal breeze‑by assassin: a flashy 4/2 that arrives out of nowhere to ruin an opponent’s plan. Its instant speed makes it ideal for a tempo/interactive role — ambush blockers after attackers are declared or punish overextensions on your opponent’s turn — while the split enter-the-battlefield options give real flexibility: the -1/-1 mode removes chump blockers or weakens a threat, and the conditional destroy mode turns incidental damage into guaranteed removals. Build it into Rakdos or Grixis lists where you can reliably deal a point or two of damage to enemy creatures (cheap pings like Shock or Lightning Bolt in a red splash, or recurring one-damage sources) so the destroy clause flips on; it also pairs well with repeatable chip-damage creatures or exile-style combat tricks. In short, treat it as an instant-speed tempo tool that doubles as selective removal — slot several to keep pressure and surprise utility across midgame turns.

Generated using gpt-5-mini · Updated at 2026-05-16 16:20:46 UTC

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