The 2004 Darksteel Tanglewalker is an Uncommon Green Creature-Dryad from the Magic: The Gathering trading card game, known for its unique interaction with artifact lands.
Tanglewalker
2004 • Magic: The Gathering • Darksteel
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Description
Released in 2004 as part of the Darksteel expansion, the Tanglewalker (card number 86) is an Uncommon Green Creature-Dryad that offers a distinct mechanical niche within the Magic: The Gathering trading card game. Designed by Pete Venters, this card introduces a strategic layer centered on the set's industrial theme, allowing controlled creatures to bypass blocking restrictions when the defending player controls an artifact land. This interaction highlights the intricate board-state dynamics that define the era's design philosophy. For collectors building the Darksteel set, this card represents a key component of the expansion's cohesive narrative and gameplay identity. Enthusiasts of the format often appreciate the Tanglewalker for its role in illustrating the complex relationships between artifact and creature types established during the Mirrodin block. Its straightforward mana cost and impactful ability make it a familiar presence in both casual and competitive discussions regarding the set's legacy. Whether you are researching the evolution of artifact synergies or curating a comprehensive collection of rare and uncommon cards, the Darksteel Tanglewalker serves as a definitive example of the strategic depth found in Magic: The Gathering's mid-2000s releases. Understanding its mechanics provides valuable context for appreciating the broader design trends of the time.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
The core identity of the card within the set.
Featured Subject
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Featured
Tanglewalker
Game
Magic: The Gathering
TCG Attributes
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Uncommon
Pete Venters
Card Stock
English
{2}{G}
Creature — Dryad
2 / 2
G
Card Text
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Each creature you control can't be blocked as long as defending player controls an artifact land.
In bringing life to Mirrodin, Memnarch was more successful than he knew—for Mirrodin began to take on a life of its own.
