Kindred Discovery
Coat of Arms taught a generation of players that "choose a creature type" is a lever pointed at the whole battlefield, but this points it inward and turns it into a card-advantage engine. The double trigger is the design that makes it more than a tribal payoff: creatures of the chosen type draw a card both when they enter and when they attack, so it rewards two axes at once. A go-wide board turns every new recruit into a cantrip; a token generator or a recursion loop can chain draws faster than any single enters-the-battlefield engine. That double-dip is also what balances the enchantment against its price: it draws nothing if your creatures sit back, so it demands a board that is already committed to attacking or already flooding the field. The choice being locked at resolution is the other cost worth noting: no adaptability once it is down, which punishes hedging and rewards a deck built around a single, dense tribe. It sits in the lineage of tribal lords and anthem effects that ask you to commit hard to one type, but where those cards inflate stats, this one converts commitment straight into cards, which is a far more dangerous currency in the hands of a deck already winning the board.

Rules text
Format Status
More formatsFewer formats
Other printings
- Marvel Super Heroes Commander#150
- Marvel Super Heroes Commander#334
- The Lost Caverns of Ixalan Commander#159
- Alchemy Horizons: Baldur's Gate#126
- Battle for Baldur's Gate Promos#81s
- Commander Legends: Battle for Baldur's Gate#81
- Commander Legends: Battle for Baldur's Gate#565
- The List#C17-11











