
Attercop
AI draftAI-generated draft analysis — not yet human-reviewed. Treat with healthy skepticism.Limited summary
Attercop is an efficient two-drop that trades up with nearly any creature and checks small flyers, while Landfall lets it attack as a threatening 3/2. It is a strong common in green decks and especially valuable when you can trigger Landfall during combat.
Roles
Archetypes
Gameplay notes
When possible, play your land before attacking to make Attercop a 3/2. With a fetch land or Troop of Ponies available, hold the Landfall trigger until after blocks to punish combat decisions; otherwise, preserve it as a deathtouch blocker that can trade for a much more expensive creature.
Key synergies
Attercop's deathtouch means even 1 damage from Quarrel is lethal, allowing this two-mana creature to destroy almost any opposing creature without taking return damage.
The additional land drop triggers Attercop more often, while Thranduil's Company's own Landfall ability can place two permanent counters on it; together, one land can make Attercop much larger and potentially turn on Ferocious.
Troop of Ponies can put a land onto the battlefield during combat, unexpectedly triggering Attercop's +1/+1 bonus after blocks are declared.
Each land both gives Attercop its temporary +1/+1 and supplies a permanent +1/+1 counter through Beorn's Hospitality, letting the fragile deathtouch body scale into a substantial threat.
The two Landfall triggers give Attercop +2/+2 for the turn, turning the cheap deathtouch creature into a substantial attacker or blocker.
Turning the fragile 2/1 deathtouch creature into a permanent 4/3 makes it a credible attacker and Ferocious enabler; subsequent landfall triggers temporarily raise it to 5/4.
Wood Elves puts a Forest directly onto the battlefield, immediately triggering Attercop's Landfall and making it a larger deathtouch attacker or blocker for the turn.
Silvan Reveler can put a discarded land directly onto the battlefield, giving Attercop an additional Landfall pump before the turn's normal land play.
Putting several lands onto the battlefield at once gives Attercop +1/+1 for each land, turning the small deathtoucher into a large combat threat for the turn.
Landfall enlarges Attercop while simultaneously letting the Raft-Steerer tap a blocker, making it easier for the temporarily pumped deathtouch attacker to connect or force an unfavorable block.
Each chapter can blink a land to give Attercop an additional +1/+1 landfall boost through the end step, which is useful for blocking on the opponent's turn.










