Righteous Avengers
Plainswalk is the conditional evasion that depends entirely on the opponent playing into it, and this card is its purest expression: a 3/1 whose unblockable clause only switches on when the defending player controls a Plains. The cycle treated basic-land types as a balancing axis, the Legends-era assumption being that an evasion keyed to a specific land type would be live often enough to matter but rare enough not to dominate. The flaw is structural rather than positional. The keyword reads best precisely when the opponent is on white, the color that historically fields cheap ground blockers, since Plainswalk lets the 3/1 slip past exactly the defenders that would otherwise gum up the ground. But the body undercuts the upside: a 3/1 for five is fragile enough that even a connecting hit barely outraces what it faces, and against any non-Plains opponent the evasion simply does not exist, leaving an overcosted glass cannon. What the card documents is a design era still calibrating how much a conditional keyword was worth, and how steeply a creature's rate should be discounted for carrying one tied to a single land type. The flavor (a white militia whose righteousness manifests only when crusading into enemy plains) is doing more work than the rules text, a reminder that Legends remains a set people read for atmosphere rather than mine for playables.

