The 2006 Magic: The Gathering Time Spiral set featuring Ironclaw Buzzardiers, a versatile Orc Scout creature with unique defensive and offensive capabilities.
Ironclaw Buzzardiers
2006 • Magic: The Gathering • Time Spiral
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$0.14
Description
The Ironclaw Buzzardiers card from the 2006 Time Spiral expansion offers collectors a classic example of red mana efficiency within Magic: The Gathering. As card number 165 in the set, this common Orc Scout creature serves as a foundational piece for players and enthusiasts who appreciate the strategic depth of the game's design. The card features a mana cost of two generic mana and one red mana, providing a versatile option for deck construction that balances cost and impact. Its creature type line clearly identifies it as an Orc Scout, highlighting the thematic elements present in the Time Spiral era. Gameplay mechanics for Ironclaw Buzzardiers include a distinct defensive limitation and a powerful offensive ability. The creature cannot block opponents with power two or greater, creating a strategic vulnerability that encourages careful tactical planning. However, players can activate its ability by paying one red mana to grant it flying until the end of the turn, allowing it to bypass ground-based defenses and deal damage directly. This dual nature makes the card a memorable inclusion for collectors interested in the interplay between risk and reward in card design. Collecting cards like Ironclaw Buzzardiers allows enthusiasts to engage with the rich lore and mechanical diversity that defines the game. Whether building a functional deck or curating a set of favorite creatures, this card represents the accessible yet strategic spirit of the Time Spiral release.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
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Featured Subject
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Featured
Ironclaw Buzzardiers
Game
Magic: The Gathering
TCG Attributes
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Common
Carl Critchlow
Card Stock
English
{2}{R}
Creature — Orc Scout
2 / 2
R
Card Text
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This creature can't block creatures with power 2 or greater. {R}: This creature gains flying until end of turn.
They warn the army of danger as they squawk past in swift retreat.







