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Moxonomy

Ironclaw Buzzardiers

Creature — Orc Scout2 generic manaRed mana

The defensive penalty here runs backwards from how most drawbacks are written. The body comes with a clause that locks it out of blocking anything with two or more power, which on a 2/2 means it can stand in front of one-power attackers (and survive the exchange without trading at all) but cannot wall off a real threat. That is an aggressive-deck creature wearing a defensive restriction as its cost line: pay the printed rate, and the card tells you in plain text that its job is to attack, not to hold the ground. The repeatable flying for a single red turns it into a recurring evasion threat that can pivot to the air whenever a clear lane opens, then drop back to the ground when there is nothing worth flying over. The asymmetry is deliberate, rewarding the player already pushing damage and quietly punishing the one trying to stabilize behind it: the restriction only bites when you ask the creature to defend, and an aggressor never asks. An early-era common could afford to be this honest, clean enough to read at a glance and slanted hard enough toward the beatdown plan that the card never leaves you guessing about which side of the race it was built for.

Ironclaw Buzzardiers (tsp)
TSP · #165common
Pricing
Normal: $0.13
Foil: $0.33
Oracle Text

Rules text

This creature can't block creatures with power 2 or greater. Red mana: This creature gains flying until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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