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Rules guide · Creature

Marauding KnightHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Invasion· October 2, 2000
Carte Magic Marauding Knight

Marauding Knight 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.

01

Official card text

Protection from white This creature gets +1/+1 for each Plains your opponents control.

Complete guide

Marauding Knight is a formidable Phyrexian Zombie Knight that grows stronger by preying on your opponents' connection to white mana. As a creature with Protection from white, it is a nightmare for decks relying on light-aligned magic to defend themselves. This card rewards you for facing off against players who favor Plains, turning their basic geography into its raw power.

Harnessing the Land

Marauding Knight possesses a static ability that continuously checks how many Plains your opponents control. This isn't just limited to basic Plains; any land with the 'Plains' subtype counts toward the bonus. Because this is a static ability, the power and toughness of the Knight will fluctuate instantly if the number of Plains on the battlefield changes. Additionally, its Protection from white means it cannot be blocked, targeted, dealt damage, or enchanted by anything white.

Calculating the Bonus

When calculating the +1/+1 bonus, you sum up every land with the Plains subtype controlled by all of your opponents. In a multiplayer game, this Knight can become massive very quickly. The check happens constantly; if an opponent plays a Plains, the Knight grows immediately. Conversely, if an opponent loses control of a Plains, the Knight's stats decrease at that exact moment. This effect does not use the stack and cannot be responded to.

Strategic Implementation

You should play Marauding Knight when facing decks that rely on white creatures for blocking or white spells for removal. Since it cannot be touched by white sources, it can safely bypass a defensive line of white tokens. It is most effective in the mid-game after your opponents have established their mana base, ensuring it enters the battlefield as a significant threat rather than a simple 2/2.

Interaction examples

Scaling in Multiplayer

If your opponent uses Solemn Simulacrum to search for a basic Plains and puts it onto the battlefield, Marauding Knight immediately gains +1/+1. If another opponent also controls two Plains, the Knight would currently be a 5/5 (its base 2/2 plus +3/+3 from the three total Plains held by opponents).

Static Buffs and Type Synergy

If you control Roaming Throne and chose 'Knight' or 'Zombie', it will not cause Marauding Knight to grow larger. This is because Marauding Knight's stat-boosting effect is a static ability, not a triggered ability (which usually start with 'When', 'Whenever', or 'At'). However, both creatures benefit from being difficult to interact with, as the Knight has protection and the Throne has Ward 2.

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

How it works : Marauding Knight

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Counts plains controlled by all opponents.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduelpremodernpredh
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