Ambush
Homelands — common
Instant
Blocking creatures gain first strike until end of turn.
"Don't these goons have anything better to do?" —Joskun, An-Havva Constable
Homelands — common
Instant
Blocking creatures gain first strike until end of turn.
"Don't these goons have anything better to do?" —Joskun, An-Havva Constable
TCGPlayer low price:
Buy now! ▶Instant
Up to two target creatures each get +1/+0 and gain first strike until end of turn.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Choose one —
• Creatures target player controls attack this turn if able.
• Creatures you control gain first strike until end of turn.
Entwine (Choose both if you pay the entwine cost.)
Instant
Attacking creatures get +1/+0 and gain first strike until end of turn.
Instant
Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Instant
Target creature gets +3/+0 and gains first strike until end of turn. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Instant
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Creatures target player controls gain trample until end of turn.
• Savage Alliance deals 2 damage to target creature.
• Savage Alliance deals 1 damage to each creature target opponent controls.
Instant
Cast this spell only during your turn and only during combat.
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine (Choose both if you pay the entwine cost.)
Instant
Target creature gets +1/+1 and gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Instant
Target creature gains trample until end of turn. When that creature becomes blocked this turn, it gets +1/+1 until end of turn for each creature blocking it.
Instant
Until end of turn, all creatures gain ": This creature deals damage equal to its power to target creature."
Instant
Until end of turn, outlaw creatures you control get +1/+0 and gain ": This creature deals damage equal to its power to target creature." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Instant
All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.)
Threshold — If seven or more cards are in your graveyard, creatures can't block this turn.
Instant
Attacking creatures get +2/+0 until end of turn. Dinosaurs you control gain trample until end of turn.
Instant
Add for each attacking creature you control. Until end of turn, attacking creatures you control gain ": This creature gets +1/+0 until end of turn."
Instant
Until end of turn, creatures you control gain ": This creature deals 1 damage to any target."
Instant
Until end of turn, creatures you control get +2/+0 and gain all creature types.
Instant
Attacking creatures get +2/+0 and gain trample until end of turn.
Instant
( can be paid with either or 2 life.)
Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Instant — Arcane
Untap target nonlegendary creature and gain control of it until end of turn. That creature gains haste until end of turn.
Instant
This spell can't be countered. (This includes by the ward ability.)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)
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