Home / Magic: The Gathering / Zendikar Rising / Nimble Trapfinder
Nimble Trapfinder
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Creature — Human Rogue

Nimble Trapfinder

rare · Creature — Human Rogue · Zendikar Rising
$0.31
Low
$0.37
Market
$0.46
High

Oracle Text

This creature can't be blocked if you had another Cleric, Rogue, Warrior, or Wizard enter the battlefield under your control this turn.
At the beginning of combat on your turn, if you have a full party, creatures you control gain "Whenever this creature deals combat damage to a player, draw a card" until end of turn.

Card Details

2/1Power / Toughness
{1}{U}Mana Cost
5Prints

Character Background

Nimble Trapfinder is a cleanly designed tempo card that rewards you for doing what Zendikar Rising party decks want anyway: filling the battlefield with a mix of Clerics, Rogues, Warriors, and Wizards while keeping pressure on the opponent. A 2/1 for two mana is already serviceable in aggressive blue shells, but the real payoff is evasive damage, especially if you can trigger the unblockable clause by flashing in or otherwise deploying another party member before combat. Once you assemble a full party, the team-wide “hit a player, draw a card” bonus turns every attack into a value engine, letting a go-wide deck refuel without slowing down. It pairs especially well with cheap party creatures, bounce effects, and instant-speed creature tricks that let you surprise-enable the unblockable condition. In practice, build it as an early attacker in a tempo-aggro list that can pivot into card advantage when the board is assembled.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.31 - $0.46
At the current market price of $0.37.
Average Time to Sell
3 days
At the current market price of $0.37.

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Character Background

Nimble Trapfinder is a cleanly designed tempo card that rewards you for doing what Zendikar Rising party decks want anyway: filling the battlefield with a mix of Clerics, Rogues, Warriors, and Wizards while keeping pressure on the opponent. A 2/1 for two mana is already serviceable in aggressive blue shells, but the real payoff is evasive damage, especially if you can trigger the unblockable clause by flashing in or otherwise deploying another party member before combat. Once you assemble a full party, the team-wide “hit a player, draw a card” bonus turns every attack into a value engine, letting a go-wide deck refuel without slowing down. It pairs especially well with cheap party creatures, bounce effects, and instant-speed creature tricks that let you surprise-enable the unblockable condition. In practice, build it as an early attacker in a tempo-aggro list that can pivot into card advantage when the board is assembled.

Generated using gpt-5.4-mini · Updated at 2026-09-05 20:20:47 UTC

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