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Heavy InfantryHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Magic Origins· July 17, 2015
Carte Magic Heavy Infantry

Heavy Infantry is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

When this creature enters, tap target creature an opponent controls.

Complete guide

Heavy Infantry is a classic white creature that provides immediate board control upon arrival. As a Human Soldier, it fits perfectly into aggressive or defensive decks looking to stall an opponent's best attacker. This five-mana common ensures that your opponent's most dangerous threat stays down for a turn while you establish your presence.

What It Does

Heavy Infantry features a single triggered ability that activates as soon as it enters the battlefield. It allows you to target one creature controlled by an opponent and turn it sideways (tap it). This is an excellent way to remove a blocker so you can swing for lethal damage or to prevent a large creature from attacking on the following turn.

How It Resolves Step by Step

First, you cast Heavy Infantry and it moves to the stack. Once it resolves and enters the battlefield, the 'enters' ability triggers and you must choose a legal target creature an opponent controls. If there are no creatures controlled by opponents, the ability is simply removed from the stack with no effect. Once the ability resolves, the chosen creature becomes tapped.

Common Mistakes

A common misconception is that Heavy Infantry keeps the creature tapped for multiple turns. The ability only taps the creature once; it does not prevent the creature from untapping during its controller's next untap step. Additionally, you cannot target your own creatures to trigger 'inspired' or similar mechanics, as the text explicitly specifies an opponent must control the target.

When to Play It

This card is best used during your pre-combat main phase if you intend to remove a blocker, or during your post-combat main phase if you want to tap a creature that didn't attack so it cannot participate in your opponent's next turn. Because it is a Human Soldier, it also benefits from any tribal synergies you may have on the board.

Interaction examples

The Doubling Soldier

If you have Roaming Throne on the battlefield and chose 'Human' or 'Soldier' as it entered, Heavy Infantry's ability will trigger an additional time. This allows you to tap two different creatures controlled by your opponents instead of just one.

Sequence of Entry

If you cast Heavy Infantry while Solemn Simulacrum is already on the battlefield, the Infantry's ability triggers. Both creatures are now on the board, but their abilities do not interact directly. The Infantry taps an opponent's creature, while the Simulacrum continues to provide its land-searching and card-drawing value independently.

Tapping the Threat

When Heavy Infantry enters the battlefield alone, you choose the opponent's strongest untapped creature. Even if the opponent has a way to untap that creature later, the initial tap effect forces them to use resources to make that creature a viable blocker or attacker again.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Heavy Infantry

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

pioneermodernlegacypaupervintagecommanderoathbreakerpaupercommanderduel
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