Viewing offers in Near Mint condition
Thornfist Striker
Oracle Text
Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Infusion — Creatures you control get +1/+0 and have trample as long as you gained life this turn.
Card Details
Character Background
Thornfist Striker looks built for an aggressive green deck that wants to turn incidental life gain into a sudden combat swing. A 3/3 for three mana is already solid, and ward {1} helps it stick around long enough to matter, taxing removal and discouraging awkward blocks. The real payoff is Infusion: once you’ve gained life in a turn, your whole team gets +1/+0 and trample, which makes small creatures into real threats and turns wide boards into lethal pressure. In practice, this supports an aggro or tempo plan with a light lifegain package, not a slow control shell. Pair it with cards that gain life on creature entry, combat damage, or token production, so the bonus is reliably online before attacks. It’s especially strong alongside go-wide token makers and creatures that already want to attack, since trample ensures even chump blockers can’t fully blunt the assault.
Generated using gpt-5.4-mini
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List Thornfist Striker
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
Public Decks Using This Card
No public decks are currently using this card.
Character Background
Thornfist Striker looks built for an aggressive green deck that wants to turn incidental life gain into a sudden combat swing. A 3/3 for three mana is already solid, and ward {1} helps it stick around long enough to matter, taxing removal and discouraging awkward blocks. The real payoff is Infusion: once you’ve gained life in a turn, your whole team gets +1/+0 and trample, which makes small creatures into real threats and turns wide boards into lethal pressure. In practice, this supports an aggro or tempo plan with a light lifegain package, not a slow control shell. Pair it with cards that gain life on creature entry, combat damage, or token production, so the bonus is reliably online before attacks. It’s especially strong alongside go-wide token makers and creatures that already want to attack, since trample ensures even chump blockers can’t fully blunt the assault.
Generated using gpt-5.4-mini · Updated at 2026-08-03 21:40:43 UTC
