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Moxonomy

Daggerclaw Imp

Creature — Imp2 generic manaBlack mana

The trade is written right into the body: an evasive three-power clock for three mana, paid for by surrendering the creature's entire defensive half. A 3/1 flier races well and forces chump blocks, but the single point of toughness means it dies to almost anything, and the "can't block" clause strips away the consolation prize, the option to trade it in on defense when the race turns. This is the imp's flavor encoded as a drawback: devils and imps that lunge forward and never guard the ground behind them. It is also one of the cleaner expressions of a recurring black design lever, loading a creature's stats onto offense by amputating its capacity to hold a board. Plenty of vampire and demon designs have leaned on the same idea, handing you a beating stick that flatly refuses to play defense. The card only makes sense for a deck that has already decided defense is not its job. When you are the beatdown, the inability to block costs nothing, and the evasion does real work; the moment an opponent stabilizes and turns the corner, you are left holding a 3/1 that can only attack into an empty plan or sit and watch.

Daggerclaw Imp (clu)
CLU · #108uncommon
Pricing
Normal: $0.09
Foil:
Oracle Text

Rules text

Flying This creature can't block.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

4 sets
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