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Moxonomy

Escarpment Fortress

Creature — Wall4 generic manaWhite mana

A defensive body that pays you for going on the offensive, which is the small paradox worth sitting with. Walls exist to hold the ground: this one can't attack itself, keeps the reach up front to swat flyers, and still hands every other creature you control a point of power. That anthem is the tell. The card wants a wide board, not a static one, because its last line only pays out when you commit two or more attackers, turning each multi-creature swing into a fresh card. So the design splits the labor cleanly: the Wall stays home as the durable anchor (a 3/5 that trades up against flyers and soaks the ground while the team goes elsewhere), while the creatures it buffs do the attacking that refills your hand. The +1/+0 is doing double duty here, sharpening a go-wide clock and nudging borderline swings past a blocker's toughness so the draw trigger fires more often. It is a support piece dressed as a blocker, an engine that rewards the exact aggression its own keyword forbids. The tension between Defender and a card-advantage payoff tied to attacking is unusual: most anthem creatures ask you to swing with them, and most Walls ask you not to swing at all. This one asks you to swing with everything but it.

Escarpment Fortress (acr)
ACR · #278rare
Pricing
Normal: $0.51
Foil:
Oracle Text

Rules text

Defender (This creature can't attack.) Reach (This creature can block creatures with flying.) Other creatures you control get +1/+0. Whenever you attack with two or more creatures, draw a card.
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
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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