Home / Magic: The Gathering / Edge of Eternities / Terrapact Intimidator
Terrapact Intimidator
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Creature — Kavu Scout

Terrapact Intimidator

uncommon · Creature — Kavu Scout · Edge of Eternities
$0.14
Low
$0.16
Market
$0.20
High

Oracle Text

When this creature enters, target opponent may have you create two Lander tokens. If they don't, put two +1/+1 counters on this creature. (A Lander token is an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")

Card Details

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

Character Background

Terrapact Intimidator is a classic red pressure card with a built-in fork that makes opponents guess wrong, and that makes it especially strong in aggro or tempo shells. At two mana for a 2/1, it already applies early damage, but its enters-the-battlefield choice creates a real squeeze: if the opponent lets you make two Lander tokens, you gain a burst of ramp and fixing that can help power out larger threats or splash a third color; if they refuse, the Intimidator becomes a much scarier attacker with two +1/+1 counters, turning into a 4/3 that can dominate combat. In practice, this plays well in decks that can exploit either outcome, especially landfall, artifact, or sacrifice strategies that like extra tokens on board. It also pairs nicely with bounce or blink effects, since replaying it forces the opponent into the same uncomfortable decision again and again.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.14 - $0.20
At the current market price of $0.16.
Average Time to Sell
3 days
At the current market price of $0.16.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Terrapact Intimidator is a classic red pressure card with a built-in fork that makes opponents guess wrong, and that makes it especially strong in aggro or tempo shells. At two mana for a 2/1, it already applies early damage, but its enters-the-battlefield choice creates a real squeeze: if the opponent lets you make two Lander tokens, you gain a burst of ramp and fixing that can help power out larger threats or splash a third color; if they refuse, the Intimidator becomes a much scarier attacker with two +1/+1 counters, turning into a 4/3 that can dominate combat. In practice, this plays well in decks that can exploit either outcome, especially landfall, artifact, or sacrifice strategies that like extra tokens on board. It also pairs nicely with bounce or blink effects, since replaying it forces the opponent into the same uncomfortable decision again and again.

Generated using gpt-5.4-mini · Updated at 2026-08-11 17:10:46 UTC

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