Home / Magic: The Gathering / Ice Age / Errant Minion
Errant Minion
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Enchantment — Aura

Errant Minion

common · Enchantment — Aura · Ice Age
$0.09
Low
$0.11
Market
$0.14
High

Oracle Text

Enchant creature
At the beginning of the upkeep of enchanted creature's controller, that player may pay any amount of mana. This Aura deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way.

Card Details

-/-Power / Toughness
{2}{U}Mana Cost
1Prints

Character Background

Errant Minion is a sly little Ice Age Aura that fits best in a tempo or soft-control shell, where you want to tax the opponent’s board while buying time for your own threats. It doesn’t permanently disable a creature, but it creates an awkward upkeep mini-game: the enchanted player can dump mana into prevention, yet every turn that choice competes with development, activation costs, and reactive spells. That makes it especially punishing against tap-out decks and mana-hungry creatures, and it pairs well with ways to force inefficient turns, such as bounce, tempo counterspells, or tapping effects that leave the opponent short on resources. In deckbuilding, aim to put it on creatures the opponent is already reluctant to lose, or on a blocker you can keep relevant while the Aura extracts value over multiple turns. The flavor feels like a mischievous hitchhiker from the frozen wastes—small, persistent, and just annoying enough to warp the pace of the game.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.14
At the current market price of $0.11.
Average Time to Sell
3 days
At the current market price of $0.11.

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Character Background

Errant Minion is a sly little Ice Age Aura that fits best in a tempo or soft-control shell, where you want to tax the opponent’s board while buying time for your own threats. It doesn’t permanently disable a creature, but it creates an awkward upkeep mini-game: the enchanted player can dump mana into prevention, yet every turn that choice competes with development, activation costs, and reactive spells. That makes it especially punishing against tap-out decks and mana-hungry creatures, and it pairs well with ways to force inefficient turns, such as bounce, tempo counterspells, or tapping effects that leave the opponent short on resources. In deckbuilding, aim to put it on creatures the opponent is already reluctant to lose, or on a blocker you can keep relevant while the Aura extracts value over multiple turns. The flavor feels like a mischievous hitchhiker from the frozen wastes—small, persistent, and just annoying enough to warp the pace of the game.

Generated using gpt-5.4-mini · Updated at 2026-08-11 09:10:42 UTC

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