MTG Shadow, Fear, Intimidate, Skulk & Landwalk Guide
Flying is not the only way to dodge blockers in Magic: The Gathering. A whole family of mechanics restricts blocking on the ground, each with its own exact condition — and each with a different answer that the opponent can build toward. Confusing which condition applies to which mechanic is one of the fastest ways to misplay a combat step.
This guide covers shadow, fear, intimidate, skulk, and landwalk — plus a common community term for a pattern that isn't actually an official keyword.
This is the fourteenth article in our series on advanced MTG mechanics, following our guides to exalted and myriad and scry and connive. If you haven't yet, our flying and menace guide from our keyword abilities series covers the two most common evasion tools.
Shadow
Shadow is the strictest evasion ability in the game: a creature with shadow can only block or be blocked by creatures that also have shadow.
- It's a two-way wall. Shadow doesn't just stop non-shadow creatures from blocking it — a shadow creature also can't block anything without shadow. It effectively fights its own separate combat.
- Almost nothing answers it fairly through blocking. Since shadow creatures are rare, an opponent facing one down usually has no legal blocker at all, unless they specifically run shadow creatures of their own.
- Multiple instances are redundant — shadow twice does nothing more than shadow once.
The classic modern example is Dauthi Voidwalker: a 3/2 with shadow for two mana that also exiles cards that would go to an opponent's graveyard, disrupting reanimator and graveyard strategies while being essentially unblockable in most games.
Fear
Fear restricts blocking to a specific pair of qualities: a creature with fear can't be blocked except by artifact creatures and/or black creatures.
- Either quality is enough. A black creature blocks it. An artifact creature blocks it, regardless of colour. A black artifact creature obviously blocks it too — but a green, non-artifact creature cannot, no matter how large.
- Colour-changing effects change what can block it. Since fear cares about the blocker actually being black, an effect that turns a creature black makes it a legal blocker.
- Multiple instances are redundant, same as shadow.
Intimidate
Intimidate is fear's generalised successor: a creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a colour with it.
- The comparison is to the attacker's own colour, not a fixed colour. A red creature with intimidate can only be blocked by red creatures or artifacts; a green one only by green creatures or artifacts. This is what makes intimidate flexible enough to work in any colour, unlike fear's black-only restriction.
- Colourless, nonartifact creatures cannot block intimidate while they remain colourless and nonartifact. Sharing "no colour" is not the same as sharing a colour, so a plain colourless creature has no way in, even against a colourless intimidate creature, unless another effect changes its colour or makes it an artifact.
- It's officially deprecated. Wizards has moved on from printing new intimidate cards, having replaced it first with a wider adoption of colour-based conditions and ultimately favouring menace instead. Existing intimidate cards remain fully legal wherever they were already legal.
Skulk
Skulk is a size-based restriction: a creature with skulk can't be blocked by creatures with greater power than it.
- The comparison is relative and constant. It's not a fixed number — it checks the skulk creature's own current power against each potential blocker's power, every time blockers are declared.
- Pumping a skulk creature usually makes it easier to block. Skulk stops creatures with greater power from blocking it. A 1/1 with skulk can only be blocked by creatures with power 1 or less; if you pump it into a 4/4, creatures with power 2, 3, and 4 can now block it too. Boosting the creature helps it win combat, but it opens more legal blockers.
- It was designed specifically to avoid a common trap: stacking Auras and Equipment onto an unblockable creature to make it a one-sided kill machine. Skulk closes that loophole by tying its evasion directly to its own size.
Landwalk
Landwalk is a family of abilities, not a single keyword: islandwalk, swampwalk, mountainwalk, forestwalk, plainswalk, and rarer variants tied to other land qualities. The shared template: a creature with [type]walk can't be blocked as long as the defending player controls a land of that type.
- It checks the defending player's lands, not the attacker's. Your own lands are irrelevant; what matters is whether your opponent controls the right land type.
- It's genuinely conditional. Against an opponent with no Islands, islandwalk does nothing at all — the creature blocks and gets blocked completely normally.
- Nonbasic variants exist. Effects like "nonbasic landwalk" or "legendary landwalk" swap the checked quality, but the underlying mechanism is identical.
- Multicolour manabases make it swingy in Commander. A three- or five-colour deck is far more likely to have the relevant land type than a mono-colour one, which is exactly why landwalk has fallen out of favour in modern design — it overperforms or underperforms wildly depending on the exact opponent.
A Note on "Daunt"
You may see the term "daunt" used online to describe creatures that say something like "can't be blocked by creatures with power 2 or less." This is not an official Magic keyword. There is no rule 702 entry for daunt, no reminder text, and no linked ability — it's community shorthand for a recurring design pattern that Wizards writes out in full on each individual card.
Because it isn't a keyword, there's no fixed number and no single rules interaction to learn. Always read the specific card: some versions say "can't be blocked by creatures with power 2 or less," others use different thresholds or different comparisons entirely. Treat each one as its own unique ability, not as an instance of a shared mechanic.
Quick Reference
| Mechanic | Who can block it |
|---|---|
| Shadow | Only creatures with shadow |
| Fear | Artifact creatures and/or black creatures |
| Intimidate | Artifact creatures and/or creatures sharing its colour |
| Skulk | Creatures without greater power than it |
| Landwalk | Normally blockable; if the defending player controls the named land type or land quality, no creatures can block it |
| "Daunt" (not a keyword) | Whatever the individual card's text says |
Stacking Evasion Abilities
A creature can carry more than one evasion ability at once, and the rule for combining them is simple: a blocker has to satisfy every evasion condition on the attacker, not just one. A creature with both shadow and flying, for instance, can only be blocked by something that has shadow and is capable of blocking a flyer — a genuinely tiny pool of legal blockers, if any exist at all.
Why These Matter in Commander
Shadow is close to a free win condition if your opponents aren't specifically prepared for it, precisely because so few decks run any shadow creatures at all. The trade-off is that shadow creatures tend to be small and fragile, so removal is still a real answer.
Fear and intimidate reward reading the table. Against three opponents with different colour identities, the same intimidate creature might be wide open against one player and completely walled off by another — it rewards attacking the player least equipped to answer it.
Skulk punishes decks that lean on individual big blockers rather than a wide board, which makes it an interesting answer in a format full of huge Commander threats — a well-timed skulk creature slips past exactly the kind of monster that would otherwise stonewall an attack.
Landwalk is a build-around in multiplayer, not a reliable plan. Because different opponents run different manabases, a landwalk creature might be a total blank against one player and a free win against another — worth including as a bonus, rarely worth building a whole strategy on, in a format where you rarely know your opponents' exact colours ahead of time.
You can find the pieces for these strategies in our full catalogue, or import your decklist directly with our decklist search tool.
Frequently Asked Questions
Can a shadow creature block a non-shadow creature?
No. Shadow is a two-way restriction: a creature with shadow can only block creatures that also have shadow, and can only be blocked by creatures with shadow. It effectively exists in its own separate combat from every other creature on the battlefield.
What's the actual difference between fear and intimidate?
Fear checks for a fixed condition: artifact creatures and/or black creatures, regardless of what colour the fear creature itself is. Intimidate checks relative to the attacker's own colour — a blue intimidate creature needs a blue or artifact blocker, a red one needs a red or artifact blocker. Intimidate is more flexible and works in any colour; fear is specifically tied to black.
Does pumping a skulk creature's power make it easier to block?
Yes, usually. Skulk compares the attacking creature's current power to each potential blocker's power. The smaller the skulk creature is, the fewer creatures can legally block it. If you increase its power, more creatures with lower or equal power become legal blockers. Pumping helps it survive or win combat, but it does not improve the evasion itself.
Does landwalk care about the attacking player's own lands?
No, only the defending player's. An islandwalk creature checks whether the player being attacked controls an Island — your own lands, and any other player's lands in a multiplayer game, are irrelevant to whether that specific attack goes through.
Is "daunt" a real Magic keyword?
No. It's a term used informally by the community to describe cards that say something like "can't be blocked by creatures with power N or less." There's no official rule, reminder text, or fixed number behind it — each card that uses this kind of restriction writes its own exact wording, so you always need to read the specific card.
Can a blocker satisfy one evasion ability but not another on the same attacker?
No, and that's the point. If an attacking creature has multiple evasion abilities — shadow and flying, for example — a blocker must satisfy every one of those conditions to be legal, not just one. This is why stacking two evasion abilities on the same creature is often stronger than the sum of its parts.
More guides in our advanced mechanics series:
- Annihilator, Devoid, Ingest & Emerge
- Exalted, Battalion, Mentor & Myriad
- Devour, Amass, Graft & Evolve
- Scry, Surveil, Explore & Connive
The keyword abilities series:
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