Magic how does first strike work




















If your deck is very aggressive and looking to push through damage, that also ups the power of first strike since you will want to push for damage early in the game as much as possible and the late game isn't quite as what you're playing for. If you were to ask most Magic players if first strike was an aggressive or defensive mechanic, I think the off-the-cuff answer would be aggressive. It pushes your creatures through, cares about power, and it even has the word strike in the name!

However, for all its power on offense, the place where first strike can really shine is on defense. I would argue that first strike is far more powerful defensively than offensively. Here's why. On offense, your opponent can double or triple, or quadruple, or. They can get past first strike's inherent advantage of hitting first simply by using multiple creatures. However, on defense, they can't.

You're assigning your first striker as a single blocker for their attacker. And it can be immensely hard to get through a defensive first-strike creature. Take a look at this situation from Kaladesh Limited: you have a Gearshift Ace , and your opponent has three Herald of the Fair s. If you attack, your opponent can just double or triple block, and the result will be the same as if your creature didn't have first strike: you will trade with one of the creatures.

But on defense? Unless you're at a low enough life total where throwing away a Herald of the Fair makes sense, your opponent probably doesn't want to attack here. This is only compounded further when you have multiple first strikers! Anax and Cymede is a multicoloured red, white, and colourless creature card with first strike and vigilance. This means it comes come into play quickly and does some major damage.

White and Red have some cheap instants and enchantments that could really make the card overpowered early on in the game, allowing you to control the board as soon as it comes out! Mardu is a multicolored deck consisting of Black, White, and Red. It is jam-packed with creatures that all use the first strike ability. Enchantments buff up the creatures so they can deal with your opponents bigger creatures. They also help you draw some additional cards if your creature dies.

The instants can be used as removal spells or to give your first strike creatures deathtouch. The deathtouch and first strike combination is incredible! First strike creatures are often quite weak but deathtouch gets around this weakness. This tactic of buffing weak first strike creatures with instants, enchantments and artifacts, is a great approach when building a first strike deck. It makes them almost unstoppable! You can put out a lot of small creatures in the first few rounds and bait your opponent into blocking them, thinking that they can sustain the damage.

But then you play your instants or flash cards to buff all your creatures at the last moment when your opponent thinks they have the upper hand! By doing this, your opponent will be left with nothing! Creatures with first strike tend to be quite weak, so you can choose to just take the damage while you build up creatures of your own.

You can simply block the first strike creatures with tougher creatures that will survive the initial combat step. Then you can hit them back harder in the next combat step and defeat them! First strike creatures are often buffed with enhancements and equipment to make them tougher.

Use spells and abilities to remove those buff cards. First strike decks often have weak creatures and instants that can immediately buff them. Beware if your opponent attacks with several weak cards at once — especially if they have mana to spare! First strike works the same way whether a creature is attacking or defending. First Strike is a static ability that creates an additional combat damage step at the start of combat damage. A creature that has first strike will deal its damage before a creature without first strike.

Enchant creature When Aspect of Manticore enters the battlefield, enchanted creature gains first strike until end of turn. Aura and Equipment spells you cast cost less to cast. When Dire Fleet Daredevil enters the battlefield, exile target instant or sorcery card from an opponent's graveyard.

You may cast it this turn, and you may spend mana as though it were mana of any type to cast that spell. If that spell would be put into a graveyard this turn, exile it instead. It deals combat damage before creatures without first strike. Loyalty abilities of planeswalkers your opponents control cost more to activate. When Emissary of Sunrise enters the battlefield, it explores. Reveal the top card of your library. Put that card into your hand if it's a land. As long as another Aura is attached to enchanted creature, it has first strike and lifelink.

Equip abilities you activate that target Fervent Champion cost less to activate. When Goblin Chainwhirler enters the battlefield, it deals 1 damage to each opponent and each creature and planeswalker they control.

When Grim Initiate dies, amass 1. As long as it's your turn, equipped creature has first strike. First Strike After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step.

The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike.

After that step, the phase proceeds to the end of combat step. Wizards of the Coast. Keyword Abilities. Keyword Actions. Backbone Conjure Perpetually Seek Unstoppable. Ante Divvy Rhystic.



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