Home / Magic: The Gathering / Duskmourn: House of Horror / Acrobatic Cheerleader
Acrobatic Cheerleader
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Creature — Human Survivor

Acrobatic Cheerleader

common · Creature — Human Survivor · Duskmourn: House of Horror
$0.05
Low
$0.06
Market
$0.08
High

Oracle Text

Survival — At the beginning of your second main phase, if this creature is tapped, put a flying counter on it. This ability triggers only once.

Card Details

2/2Power / Toughness
{1}{W}Mana Cost
1Prints

Character Background

Acrobatic Cheerleader is a tidy little common that fits best in a white tempo or go-wide aggro shell, especially one that can tap its own creatures incidentally and then convert that into evasive pressure. A 2/2 for {1}{W} is already respectable, but the real upside is Survival: if it’s tapped at the start of your second main phase, it gets a flying counter, turning a ground creature into a persistent aerial threat. That makes cards that attack early, crew vehicles, exert, or otherwise tap creatures on offense particularly appealing, since the Cheerleader can swing in and then upgrade itself for future turns. In Duskmourn’s horror-survival atmosphere, the name and mechanic both suggest a performer who keeps moving under pressure, and that reads nicely on the battlefield as resilience into inevitability. Pair it with cheap combat tricks or ways to survive combat so it connects safely once, then let the flying counter carry the late-game damage.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.05 - $0.08
At the current market price of $0.06.
Average Time to Sell
3 days
At the current market price of $0.06.

Public Decks Using This Card

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Character Background

Acrobatic Cheerleader is a tidy little common that fits best in a white tempo or go-wide aggro shell, especially one that can tap its own creatures incidentally and then convert that into evasive pressure. A 2/2 for {1}{W} is already respectable, but the real upside is Survival: if it’s tapped at the start of your second main phase, it gets a flying counter, turning a ground creature into a persistent aerial threat. That makes cards that attack early, crew vehicles, exert, or otherwise tap creatures on offense particularly appealing, since the Cheerleader can swing in and then upgrade itself for future turns. In Duskmourn’s horror-survival atmosphere, the name and mechanic both suggest a performer who keeps moving under pressure, and that reads nicely on the battlefield as resilience into inevitability. Pair it with cheap combat tricks or ways to survive combat so it connects safely once, then let the flying counter carry the late-game damage.

Generated using gpt-5.4-mini · Updated at 2026-08-11 06:10:45 UTC

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