Leatherhead, Swamp Stalker 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.
Official card text
Trample Leatherhead enters with a hexproof counter on her. Whenever Leatherhead deals combat damage to a player, you may remove a counter from her. When you do, destroy target artifact or enchantment that player controls.
Complete guide
Leatherhead, Swamp Stalker is a stealthy Crocodile Mutant Rogue that combines durability with utility. She enters the battlefield protected by a hexproof counter, ensuring she sticks around long enough to dismantle your opponent's board state.
Natural Protection
Leatherhead's primary defense comes from entering with a hexproof counter. This means she cannot be the target of spells or abilities controlled by your opponents. While she has this counter, she is difficult to remove through traditional targeted removal spells, forcing your opponent to use board wipes or combat to deal with her.
How the Saboteur Ability Works
Leatherhead features a 'reflexive' triggered ability. When she deals combat damage to a player, you are given a choice: you may remove a counter from her. If you choose to remove a counter, a second ability triggers immediately. You then choose a target artifact or enchantment that player controls to destroy. If you choose not to remove a counter, or if you have no counters to remove, the second part of the ability never happens.
Managing Your Counters
A common mistake is assuming you have to target something when combat damage is dealt. You only choose a target after you commit to removing a counter. Note that if you remove the hexproof counter to destroy a permanent, Leatherhead loses hexproof and becomes vulnerable to targeted spells again. You can also remove other types of counters, such as +1/+1 counters, to trigger the destruction effect.
When to Strike
Because Leatherhead has Trample, she is excellent at ensuring combat damage reaches the player even if they have small blockers. Play her when your opponent relies on powerful artifacts or enchantments. She is most effective when you can afford to lose her hexproof protection in exchange for removing a critical threat from the opponent's side of the field.
Interaction examples
Leatherhead attacks and is not blocked, dealing 4 combat damage to your opponent. The ability triggers, and you choose to remove her hexproof counter. This triggers the reflexive ability, allowing you to target and destroy the opponent's Solemn Simulacrum. The Simulacrum's owner will still get to draw a card when it dies, but the artifact body is gone.
Your opponent blocks Leatherhead with Eternal Witness. Because Leatherhead has 4 power and Trample while Eternal Witness has only 1 toughness, Leatherhead deals 1 damage to the Witness and 3 damage to the opponent. Because combat damage was dealt to the player, you can remove Leatherhead's counter to destroy an artifact or enchantment that player controls.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Leatherhead, Swamp Stalker
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You don't choose a target for Leatherhead's last ability at the time it triggers. Rather, a second "reflexive" ability triggers when you remove a counter from Leatherhead this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
No other card is named in this ruling.
Legal formats
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Meta decks with Leatherhead, Swamp Stalker
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Eternal Witness