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Kargan IntimidatorHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Foundations Jumpstart· November 15, 2024
Carte Magic Kargan Intimidator

Kargan Intimidator 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

Cowards can't block Warriors. {1}: Choose one that hasn't been chosen this turn — • This creature gets +1/+1 until end of turn. • Target creature becomes a Coward until end of turn. • Target Warrior gains trample until end of turn.

Complete guide

Kargan Intimidator is a versatile two-drop that controls the flow of combat by manipulating creature types. As a Human Warrior, it uses its unique abilities to ensure your attackers get past the opposition while punishing those it deems unworthy. Mastering its activated ability is key to turning a crowded board into a clear path for victory.

A Master of Many Modes

The core of Kargan Intimidator lies in its activated ability, which costs one generic mana. Each turn, you have three distinct options, but there is a catch: you can only choose each mode once per turn. You can boost its power, give a Warrior trample, or turn an opponent's creature into a Coward. Because the restriction is tracked per instance of the card, if you control two copies of Kargan Intimidator, each one has its own fresh set of choices.

The Coward Mechanic

The static ability 'Cowards can't block Warriors' is where the Intimidator truly shines. By using the second mode, you can effectively make an opponent's creature unable to block your Warriors for the turn. However, timing is vital. You must activate this ability before the Declare Blockers step. If a creature has already been declared as a blocker for a Warrior, turning it into a Coward will not undo the block or remove it from combat.

Strategic Combat Sequencing

When you activate the ability, the choice of mode is made as you put the ability on the stack. If you choose to give a Warrior trample or turn a creature into a Coward, you must choose a legal target at that moment. The +1/+1 buff only applies to the Kargan Intimidator that generated the ability. Since you can use these at instant speed, they are perfect for responding to your opponent's spells or adjusting your plan during the beginning of combat.

Interaction examples

Creating an Unblockable Path

You control Kargan Intimidator and your opponent controls Ornithopter of Paradise. During your beginning of combat step, you pay one mana and choose the second mode, targeting the Ornithopter of Paradise. It becomes a Coward until end of turn. When you move to the declare attackers step and attack with Kargan Intimidator, your opponent's Cowardly Thopter is legally prohibited from blocking it, allowing the damage to go straight to the player.

Warrior Synergy and Trample

You attack with both Kargan Intimidator and Professional Face-Breaker. Your opponent blocks the Professional Face-Breaker with a 1/1 token. You activate Kargan Intimidator's third mode, targeting the Professional Face-Breaker. Because Professional Face-Breaker is a Warrior, it gains trample. It will now deal 1 damage to the blocker and carry the remaining 1 damage over to the opponent, which triggers its own ability to create a Treasure token.

The Triple Threat Turn

With three mana available, you can use all three modes in a single turn. You can spend one mana to give Kargan Intimidator +1/+1, another mana to give it trample (since it is a Warrior), and a final mana to turn an opponent's best blocker into a Coward. This transforms your 2/2 creature into a 3/3 trampling threat that can't be touched by the specific creature you targeted.

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

How it works : Kargan Intimidator

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Once a creature has blocked a Warrior, turning that creature into a Coward won't remove it from combat or cause the Warrior to become unblocked.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you control two or more Kargan Intimidators, track which modes have been chosen each turn for each one's ability separately.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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