Image courtesy of Scryfall.com
Red Cliffs Armada and the Subtleties of Creature Combat
Blue has always thrived on tempo, permission, and the art of squeezing value out of every swing. Enter Red Cliffs Armada, a curious 5/4 creature from Masters Edition II that wears a very specific constraint like a badge: this 5-mana behemoth can only swing if the defending player controls an Island. 🧙♂️🔥 It’s a card that punishes haste and rewards careful planning, turning creature combat into a dance where the island count on the other side of the battlefield matters as much as raw power. Let’s dive into how this unusual gating affects math on the ground, and why it can tilt a blue-heavy or island-focused matchup in your favor. 💎⚔️
What the card actually does
Red Cliffs Armada is a Creature — Human Soldier with a mana cost of {4}{U} and a solid stat line of 5 power and 4 toughness. Its creature type and color identity place it squarely in blue’s wheelhouse, where evasive draws, countermagic, and tempo plays reign. The defining line, however, is its constraint: This creature can't attack unless defending player controls an Island. That means the decision to attack is not only about your board state but also about the defender’s mana base. Blue decks often lean on Islands and other blue mana sources to unlock big turns, and Armada leverages that dynamic in interesting ways. In a sense, it’s a test of whether your opponent has committed to Islands or whether you can coax them into revealing their island-y plans. 🧭🎲
“By the battle of Red Cliffs in the year 208, the Wu kingdom controlled more than seven thousand warships on the Yangtze.”
That flavor text isn’t just lore; it mirrors the card’s tactical philosophy. Armada is powerful enough to present a real beatdown once you’ve ensured your opponent has an Island, but it remains a cautionary tale when they don’t. As a 5/4 for five mana, it sits in a sweet spot where it threatens serious damage if unchecked, yet its timing hinges on the board’s island status. This makes it a natural fit for tempo blue decks that want to push through damage on the right turns while keeping countermagic and bounce online. 🧙♂️💨
Creature combat math in action
- Scenario A: Opponent has zero Islands — Armada cannot attack. It simply sits as a 5/4 body that may trade or block, but the door to deal combat damage remains closed. In this position, you lean on blocking prowess, cards that untap or pump, or wait for a future turn when the defender can be coaxed into playing an Island. The math here favors patience over aggression. 🧊
- Scenario B: Opponent has exactly one Island — Armada becomes a genuine threat. You can declare an attack, and the defender has to decide whether to block with a creature that can survive a 5 damage swing or to take the hit and set up for subsequent blue pressure. If you have additional Island-enhanced tools (bounce, tap effects, or fliers), you can peel away blockers and swing for decisive damage. The key is not overcommitting so you don’t create a favorable block for them later. ⚔️
- Scenario C: Opponent stacks multiple Islands — Armada’s door is wide open. Now you can push aggressively, especially if you’ve got follow-up plays like 2-3 mana blue acceleration or a flier to threaten a second wave. The math shifts toward maximizing damage across turns, while keeping your own life total safe with counterplay ready. In these games, Armada can be the apex predator at a pivotal moment in the midgame. 🔥
Beyond the raw numbers, it’s about timing. Armada’s cost is not cheap for a 5/4—you’re paying a premium for the gating condition. That means in your deck you need to weigh whether you want to maximize tempo by pressuring when enemies have Islands, or if you want to set up a stalemate where Armada becomes a resource to trade early for a later, cleaner line of victory. In a world where Islands are often the backbone of control strategies, Armada rewards you for design that leans into the environmental cues of the battlefield. 🧙♂️🎨
Deck-building notes and practical tips
As a common from Masters Edition II, Red Cliffs Armada is accessible in formats that legally allow it, including Legacy and Vintage—where the card’s raw power has room to shine under a more forgiving mana base. In a blue tempo or control shell, it can double as a resilient mid-to-late-game threat that capitalizes on island-rich moments. Some practical angles:
- Pair Armada with countermagic and churn of blue fetchlands or card draw to ensure you reach the right turns when the defender has Islands. 🧙♂️
- Use Island-heavy draws to maximize the chance Armada can attack, while using the rest of your deck to protect it from removal or to steal back tempo if an Island-less board state appears. 🔒
- Consider synergy with bounce effects or tap-down spells to keep the opponent’s board locked and create windows for Armada to strike. 💎
In terms of reach, you’re not just playing a big body—you’re inviting your opponent to reveal how committed they are to Islands. When the gate is open, Armada can swing for decisive damage; when it’s closed, you pivot to control and card advantage, using the time to set up a second offensive. It’s a delicate balance, and that balance is a big part of what makes blue strategies so beloved in this game. 🧭
Art, rarity, and collectibility notes
Designed by Zhang Jiazhen, Red Cliffs Armada carries the charm of retro MTG art and the historical aura of its flavor text. It’s a common card in Masters Edition II, a set celebrated for reprinting favorites and introducing newer players to classic Legends-era concepts. The card’s artwork captures both the nautical scale of the Red Cliffs battles and the calm, calculating vibe of blue’s archetypes. Collectors appreciate its timeless look and its role as a yes-if-you-have-state-of-the-board card in high-level casuals and dabble-era decks. 🎨💎
Whether you’re revisiting Masters Edition II nostalgia or piloting a modern blue tempo shell, Red Cliffs Armada invites you to think about combat as a math puzzle—one where a single island can tilt the entire plane of engagement. It’s a card that asks, “What’s your opponent’s next island move, and how will you respond?” The answer often hinges less on brute force and more on the rhythm you bring to the table. 🧙♂️🔥
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Red Cliffs Armada
This creature can't attack unless defending player controls an Island.
ID: d0391b4f-e819-409a-9e81-1bff932808e7
Oracle ID: 063884e0-1f5e-4be9-930b-e73895b2fa41
Multiverse IDs: 184725
Colors: U
Color Identity: U
Keywords:
Rarity: Common
Released: 2008-09-22
Artist: Zhang Jiazhen
Frame: 1997
Border: black
EDHRec Rank: 29356
Set: Masters Edition II (me2)
Collector #: 62
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — not_legal
- Timeless — not_legal
- Gladiator — not_legal
- Pioneer — not_legal
- Modern — not_legal
- Legacy — legal
- Pauper — legal
- Vintage — legal
- Penny — legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — not_legal
- Alchemy — not_legal
- Paupercommander — legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — legal
Prices
- TIX: 0.05
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