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Double Strike is a static ability that creates an additional combat damage step (similar to first strike), but lets the creature deal combat damage again in the second step.

Comprehensive Rules Glossary (October 4, 2019)

Double Strike
A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”

Comprehensive Rules (October 4, 2019)

  • 702.4. Double Strike
    • 702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
    • 702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double 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.
    • 702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.
    • 702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.
    • 702.4e Multiple instances of double strike on the same creature are redundant.

Double Strike Card ListEdit

19 results
Ajani, Inspiring Leader Ajani, Inspiring Leader C4Color WColor W (6)
Legendary Planeswalker — Ajani (5)
+2: You gain 2 life. Put two +1/+1 counters on up to one target creature.

−3: Exile target creature. Its controller gains 2 life.
−10: Creatures you control gain flying and double strike until end of turn.

M20M
Buccaneer's Bravado Buccaneer's Bravado C1Color R (2)
Instant
Choose one —

• Target creature gets +1/+1 and gains first strike until end of turn.
• Target Pirate gets +1/+1 and gains double strike until end of turn.

RIXC
Embercleave Embercleave C4Color RColor R (6)
Legendary Artifact — Equipment
Flash

This spell costs C1 less to cast for each attacking creature you control.
When Embercleave enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip C3

ELDM
Fencing Ace Fencing Ace C1Color W (2)
Creature — Human Soldier (1/1)
Double strike (This creature deals both first-strike and regular combat damage.)
M20U
Fireborn Knight Fireborn Knight RWRWRWRW (4)
Creature — Human Knight (2/3)
Double strike

RWRWRWRW: Fireborn Knight gets +1/+1 until end of turn.

ELDU
Garrison Sergeant Garrison Sergeant C3Color RColor W (5)
Creature — Viashino Soldier (3/3)
Garrison Sergeant has double strike as long as you control a Gate.
GRNC
God-Eternal Oketra God-Eternal Oketra C3Color WColor W (5)
Legendary Creature — Zombie God (3/6)
Double strike

Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.
When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.

WARM
Goring Ceratops Goring Ceratops C5Color WColor W (7)
Creature — Dinosaur (3/3)
Double strike

Whenever Goring Ceratops attacks, other creatures you control gain double strike until end of turn.

XLNR
Imperial Lancer Imperial Lancer Color W (1)
Creature — Human Knight (1/1)
Imperial Lancer has double strike as long as you control a Dinosaur.
XLNU
Kwende, Pride of Femeref Kwende, Pride of Femeref C3Color W (4)
Legendary Creature — Human Knight (2/2)
Double strike

Creatures you control with first strike have double strike.

DOMU
Path of Mettle Path of Mettle Color RColor W (2)
Legendary Enchantment
When Path of Mettle enters the battlefield, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.

Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.

RIXR
Raging Redcap Raging Redcap C2Color R (3)
Creature — Goblin Knight (1/2)
Double strike
ELDC
Storm Fleet Swashbuckler Storm Fleet Swashbuckler C1Color R (2)
Creature — Human Pirate (2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Storm Fleet Swashbuckler has double strike as long as you have the city's blessing.

RIXU
Swiftblade Vindicator Swiftblade Vindicator Color RColor W (2)
Creature — Human Soldier (1/1)
Double strike, vigilance, trample
GRNR
Twinblade Paladin Twinblade Paladin C3Color W (4)
Creature — Human Knight (3/3)
Whenever you gain life, put a +1/+1 counter on Twinblade Paladin.

As long as you have 25 or more life, Twinblade Paladin has double strike. (It deals both first-strike and regular combat damage.)

M20U
Two-Headed Giant Two-Headed Giant C2Color RColor R (4)
Creature — Giant Warrior (4/4)
Whenever Two-Headed Giant attacks, flip two coins. If both coins come up heads, Two-Headed Giant gains double strike until end of turn. If both coins come up tails, Two-Headed Giant gains menace until end of turn.
DOMR
Uncaged Fury Uncaged Fury C2Color R (3)
Instant
Target creature gets +1/+1 and gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
M20U
Valiant Knight Valiant Knight C3Color W (4)
Creature — Human Knight (3/4)
Other Knights you control get +1/+1.

C3Color WColor W: Knights you control gain double strike until end of turn.

M19R
Zetalpa, Primal Dawn Zetalpa, Primal Dawn C6Color WColor W (8)
Legendary Creature — Elder Dinosaur (4/8)
Flying, double strike, vigilance, trample, indestructible
RIXR
Keywords

Abilities Evergreen Abilities: DeathtouchDefenderDouble StrikeEnchantEquipFirst StrikeFlashFlyingHasteHexproofIndestructibleLifelinkMenaceProwessReachTrampleVigilance
Other Keyword Abilities: AfflictAftermathAfterlifeAscendConvokeCrewCyclingEmbalmEternalizeFabricateImproviseJump-StartKickerMentorRiotSpectacleTransform
Ability Words  AddendumEnrageRaidRevoltUndergrowth

Actions AdaptExertExploreSurveil
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