War-Trained Slasher 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
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks a battle, double its power until end of turn.
Complete guide
War-Trained Slasher is a fierce Wolverine Dinosaur that excels at tearing down defenses and crushing Sieges. With its unique ability to grow exponentially when targeting battles, it forces opponents to make difficult blocking decisions.
Understanding the Slasher
War-Trained Slasher features two key keywords: Menace and a triggered combat ability. Menace ensures that it cannot be blocked by a single creature, requiring at least two defenders. Its triggered ability specifically looks for when it is declared as an attacker against a battle, rather than a player or planeswalker.
Step-by-Step Resolution
When you enter the declare attackers step, you choose whether War-Trained Slasher is attacking a player, a planeswalker, or a battle. If you choose a battle, its triggered ability goes on the stack. When the ability resolves, the Slasher's current power is checked and then doubled until the end of the turn. This bonus includes any equipment, auras, or temporary buffs already applied to it.
When to Deploy
Because War-Trained Slasher relies on battles to trigger its power-doubling effect, it is most effective in decks that run multiple Siege cards. Without a battle to target, it remains a 3/3 with menace. It is best played when you have a battle on the board that is close to being defeated, as the jump from 3 to 6 power can often flip a battle in a single swing.
Common Mistakes
A common error is assuming the power doubles regardless of the target. If War-Trained Slasher attacks a player, its power stays at 3. Additionally, remember that if you have multiple effects that double power, they are applied one after another. Doubling a power of 3 becomes 6, and doubling it again becomes 12.
Interaction examples
You control a battle on the board. During your declare attackers step, you declare War-Trained Slasher as an attacker against that battle. The triggered ability resolves, doubling its power from 3 to 6. If your opponent cannot block with at least two creatures due to Menace, the Slasher deals 6 damage to the battle, likely defeating it.
You have Roaming Throne on the battlefield with 'Dinosaur' chosen as the creature type. When War-Trained Slasher attacks a battle, its ability triggers twice because of Roaming Throne. The first trigger resolves, doubling its power from 3 to 6. The second trigger then resolves, doubling that 6 to 12 power for the rest of the turn.
You attack a battle with War-Trained Slasher, and it becomes a 6/6. Your opponent controls a Solemn Simulacrum. Because War-Trained Slasher has Menace, the opponent cannot block it with just Solemn Simulacrum. They must have a second creature available to block, or the Slasher will deal its full 6 damage to the battle.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : War-Trained Slasher
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with War-Trained Slasher
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum