Seasoned Dungeoneer
Taking the initiative hands you a bounty of card advantage and a foothold in the Undercity dungeon, but it comes with a defensive liability: an opponent who deals you combat damage seizes the initiative right back. This design leans hard into the offensive answer to that problem. Its attack trigger fires only during your own combat, wrapping protection from creatures around one attacking Cleric, Rogue, Warrior, or Wizard, which lets your chosen beater slip past blockers and survive combat that turn. The class restriction sounds narrow but covers most white creatures worth swinging with, and the layered explore turns that protected attacker into a repeatable engine: each swing digs toward a land or drops a +1/+1 counter, so the more you attack the harder your board becomes to grind down. The critical wrinkle is duration. The protection expires at the end of your turn, so it clears your path on the offense but does nothing to guard you when opponents swing back to try wresting the initiative away. That makes this a clock-management card rather than a fortress: you keep the initiative by pressing the assault fast enough that no counterattack lands, not by turtling behind an untouchable blocker. The 3/4 body is sized to survive the incidental removal and combat math of that race, an attacker built to keep applying pressure while the initiative's escalating dungeon rewards accumulate on your side of the table.



