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Rough Rhino Cavalry
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Creature — Human Mercenary

Rough Rhino Cavalry

common · Creature — Human Mercenary · Avatar: The Last Airbender
$0.11
Low
$0.13
Market
$0.16
High

Oracle Text

Firebending 2 (Whenever this creature attacks, add {R}{R}. This mana lasts until end of combat.)
Exhaust — {8}: Put two +1/+1 counters on this creature. It gains trample until end of turn. (Activate each exhaust ability only once.)

Card Details

5/5Power / Toughness
{4}{R}Mana Cost
1Prints

Character Background

Rough Rhino Cavalry is a straightforward but imposing midrange threat that fits best in red-based aggro or go-wide tempo shells that want to turn combat into extra mana. A 5/5 for five already pressures blockers, but firebending 2 means every attack effectively refunds part of its cost and can fuel postcombat plays, combat tricks, or activated abilities while the attack is still underway. The exhaust ability is expensive at {8}, so treat it as a late-game mana sink rather than a primary plan: in decks that can generate extra mana or prolong the game, those two +1/+1 counters plus trample can make this into a real finisher. It pairs well with haste enablers, untap effects, or any build that wants to attack first and spend the floating mana second, and in Limited it is especially strong as a curve-topper that keeps pressure on while threatening to close stalled boards.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.11 - $0.16
At the current market price of $0.13.
Average Time to Sell
3 days
At the current market price of $0.13.

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Character Background

Rough Rhino Cavalry is a straightforward but imposing midrange threat that fits best in red-based aggro or go-wide tempo shells that want to turn combat into extra mana. A 5/5 for five already pressures blockers, but firebending 2 means every attack effectively refunds part of its cost and can fuel postcombat plays, combat tricks, or activated abilities while the attack is still underway. The exhaust ability is expensive at {8}, so treat it as a late-game mana sink rather than a primary plan: in decks that can generate extra mana or prolong the game, those two +1/+1 counters plus trample can make this into a real finisher. It pairs well with haste enablers, untap effects, or any build that wants to attack first and spend the floating mana second, and in Limited it is especially strong as a curve-topper that keeps pressure on while threatening to close stalled boards.

Generated using gpt-5.4-mini · Updated at 2026-08-11 05:10:44 UTC

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