Keeper of the Accord
Catch-up as a passive engine, tuned to the two resources a defensive deck most fears falling behind on. Both triggers fire only when you are actually losing the count: no token when the board is even, no land when you already have parity. That conditional design makes the card a rubber band rather than a snowball, a rare posture in white's toolkit, where most token-makers and ramp pieces pay out unconditionally. The land half is the sharper piece: a recurring, land-drop-independent basic Plains that arrives tapped each turn an opponent out-develops your manabase, so ramp decks and greedy fixing quietly fund your own answers. The token half runs on a separate axis, checking creature counts rather than lands, so a go-wide opponent feeds you bodies to gum up their swarm while a ramp opponent feeds you mana instead: the card reads whichever race it is losing and answers in kind. The strategic hook is that it punishes exactly the strategies built to punish a controlling player, since the more an opponent develops, the more their game plan becomes your resource. The 3/4 body barely enters into it, a blocker that survives the small attackers the tokens are meant to trade with. It does little against a single fat threat and everything against a battlefield of small ones, which is a cleaner statement of purpose than most white four-drops manage.

Rules text
Format Status
More formatsFewer formats
Other printings
- Fallout#979
- Fallout#164
- Fallout#692
- Fallout#451
- Commander Legends Promos#27p
- Murders at Karlov Manor Commander#70
- The List#CMR-27
- March of the Machine Commander#191









