Home / Magic: The Gathering / Fallout / Nightkin Ambusher
Nightkin Ambusher
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Creature — Mutant Warrior

Nightkin Ambusher

uncommon · Creature — Mutant Warrior · Fallout
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When this creature enters, target player gets four rad counters.
This creature can't be blocked as long as defending player has a rad counter.

Card Details

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

Character Background

Nightkin Ambusher fits best in a tempo or evasive midrange plan, where it can pressure life totals while disrupting the opponent’s ability to stabilize. A 4/4 for {2}{U}{B} is already a solid rate, and ward {2} makes removal awkward enough to protect your curve. The real punch is the enters-the-battlefield rad counters: once the defending player is poisoned by radiation, the Ambusher becomes unblockable, turning those counters into immediate board leverage. In practice, this wants support from other rad sources or cards that keep counters spreading, since the unblockable clause only matters if the target still has one. It also pairs well with bounce, blink, or reanimation effects that can re-trigger the rad ETB and force repeated evasive attacks. Lore-wise, it feels like a stealthy wasteland predator lurking in the irradiated dark, and mechanically it plays like one: hard to pin down, hard to block, and excellent at converting incidental resource pressure into damage.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

Public Decks Using This Card

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Character Background

Nightkin Ambusher fits best in a tempo or evasive midrange plan, where it can pressure life totals while disrupting the opponent’s ability to stabilize. A 4/4 for {2}{U}{B} is already a solid rate, and ward {2} makes removal awkward enough to protect your curve. The real punch is the enters-the-battlefield rad counters: once the defending player is poisoned by radiation, the Ambusher becomes unblockable, turning those counters into immediate board leverage. In practice, this wants support from other rad sources or cards that keep counters spreading, since the unblockable clause only matters if the target still has one. It also pairs well with bounce, blink, or reanimation effects that can re-trigger the rad ETB and force repeated evasive attacks. Lore-wise, it feels like a stealthy wasteland predator lurking in the irradiated dark, and mechanically it plays like one: hard to pin down, hard to block, and excellent at converting incidental resource pressure into damage.

Generated using gpt-5.4-mini · Updated at 2026-08-11 09:40:45 UTC

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