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Pilgrim of the FiresHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Fate Reforged· January 23, 2015
Carte Magic Pilgrim of the Fires

Pilgrim of the Fires 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

First strike, trample

Complete guide

Pilgrim of the Fires is a massive Golem artifact creature that serves as a formidable presence on the battlefield. With a combination of First Strike and Trample, it dictates the flow of combat by striking early and pushing damage through any blockers.

Dual Combat Mechanics

This creature possesses two of the most synergistic keywords in Magic: The Gathering. First strike allows Pilgrim of the Fires to deal combat damage before creatures without first strike or double strike. Trample ensures that if this creature deals enough damage to its blockers to destroy them, any remaining damage is assigned directly to the player, planeswalker, or battle it is attacking.

How Combat Resolves

When Pilgrim of the Fires attacks and is blocked, combat is split into two damage steps. In the first combat damage step, it deals 6 damage. Because of trample, you only need to assign what would be lethal damage to blockers; the rest goes to the defending player. If the blockers are destroyed during this first step, they won't even get a chance to deal damage back in the second combat damage step unless they also have first strike or double strike.

Common Mistakes

Players often forget that first strike and trample work together to keep the creature alive. If Pilgrim of the Fires is blocked by a 6/4 creature, the Pilgrim deals 4 damage to the creature and 2 to the player during the first damage step. The blocker dies immediately, meaning the Pilgrim takes zero damage in return. Another mistake is assuming its high mana cost provides protection; despite being an artifact, it has no innate ward or hexproof.

When to Play It

Due to its high cost of seven mana, this Golem is best suited for ramp decks or strategies that cheat artifacts into play. Once on the board, it is an excellent finisher. It thrives in board states where the opponent has many small creatures, as it can clear a path and still deal significant damage to the opponent's life total.

Interaction examples

Clearing the Path

If your opponent has a single large blocker preventing Pilgrim of the Fires from attacking safely, you can play Meteor Golem. When Meteor Golem enters, its ability destroys that blocker. With the path cleared or weakened, Pilgrim of the Fires can attack, using its trample to ensure the opponent takes damage even if they produce smaller tokens to block.

The Golem and the Myr

When you have both high-cost artifacts on the field, they present a mathematical nightmare for the opponent. Myr Battlesphere can create tokens to block for you, while Pilgrim of the Fires stays on the offensive. Because the Pilgrim has first strike, it can often kill an opponent's attacker without dying, leaving you with more resources to fuel the Battlesphere's activated ability on your following turn.

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

How it works : Pilgrim of the Fires

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

pioneermodernlegacyvintagecommanderoathbreakerduel
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