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First strike is a static ability that creates an additional combat damage step. Creatures with first strike (and double strike) deal combat damage before other creatures.

Comprehensive RulesEdit

Comprehensive Rules Glossary (October 4, 2019)

First Strike
A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”

Comprehensive Rules (October 4, 2019)

  • 702.7. First Strike
    • 702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
    • 702.7b If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) 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.
    • 702.7c Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).
    • 702.7d Multiple instances of first strike on the same creature are redundant.

First Strike Card ListEdit

46 results
Ahn-Crop Invader Ahn-Crop Invader C2Color R (3)
Creature — Zombie Minotaur Warrior (2/2)
As long as it's your turn, Ahn-Crop Invader has first strike.

C1, Sacrifice another creature: Ahn-Crop Invader gets +2/+0 until end of turn.

WARC
Anvilwrought Raptor Anvilwrought Raptor C4 (4)
Artifact Creature — Bird (2/1)
Flying

First strike (This creature deals combat damage before creatures without first strike.)

M20C
Azorius Skyguard Azorius Skyguard C4Color WColor U (6)
Creature — Human Knight (3/3)
Flying, first strike

Creatures your opponents control get -1/-0.

RNAU
Battlefield Promotion Battlefield Promotion C1Color W (2)
Instant
Put a +1/+1 counter on target creature. That creature gains first strike until end of turn. You gain 2 life.
WARC
Bloodhaze Wolverine Bloodhaze Wolverine C1Color R (2)
Creature — Wolverine (2/1)
Whenever you draw your second card each turn, Bloodhaze Wolverine gets +1/+1 and gains first strike until end of turn.
ELDC
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
Cavalry Drillmaster Cavalry Drillmaster C1Color W (2)
Creature — Human Knight (2/1)
When Cavalry Drillmaster enters the battlefield, target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
M19C
Danitha Capashen, Paragon Danitha Capashen, Paragon C2Color W (3)
Legendary Creature — Human Knight (2/2)
First strike, vigilance, lifelink

Aura and Equipment spells you cast cost C1 less to cast.

DOMU
Dire Fleet Daredevil Dire Fleet Daredevil C1Color R (2)
Creature — Human Pirate (2/1)
First strike

When Dire Fleet Daredevil enters the battlefield, exile target instant or sorcery card from an opponent's graveyard. You may cast that card this turn, and you may spend mana as though it were mana of any type to cast that spell. If that card would be put into a graveyard this turn, exile it instead.

RIXR
Dub Dub C2Color W (3)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types.

DOMC
Emissary of Sunrise Emissary of Sunrise C2Color W (3)
Creature — Human Cleric (2/1)
First strike

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. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

XLNU
Encampment Keeper Encampment Keeper Color W (1)
Creature — Hound (1/1)
First strike

C7Color W, Mana Tap, Sacrifice Encampment Keeper: Creatures you control get +2/+2 until end of turn.

XLNC
Fervent Champion Fervent Champion Color R (1)
Creature — Human Knight (1/1)
First strike, haste

Whenever Fervent Champion attacks, another target attacking Knight you control gets +1/+0 until end of turn.
Equip abilities you activate that target Fervent Champion cost C3 less to activate.

ELDR
Fervent Strike Fervent Strike Color R (1)
Instant
Target creature gets +1/+0 and gains first strike and haste until end of turn.
DOMC
Fresh-Faced Recruit Fresh-Faced Recruit C1RW (2)
Creature — Human Soldier (2/1)
As long as it's your turn, Fresh-Faced Recruit has first strike.
GRNC
Goblin Chainwhirler Goblin Chainwhirler Color RColor RColor R (3)
Creature — Goblin Warrior (3/3)
First strike

When Goblin Chainwhirler enters the battlefield, it deals 1 damage to each opponent and each creature and planeswalker they control.

DOMR
Grim Initiate Grim Initiate Color R (1)
Creature — Zombie Warrior (1/1)
First strike

When Grim Initiate dies, amass 1. (Put a +1/+1 counter on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)

WARC
Jousting Lance Jousting Lance C2 (2)
Artifact — Equipment
Equipped creature gets +2/+0.

As long as it's your turn, equipped creature has first strike.
Equip C3 (C3: Attach to target creature you control. Equip only as a sorcery.)

DOMC
Justiciar's Portal Justiciar's Portal C1Color W (2)
Instant
Exile target creature you control, then return that card to the battlefield under its owner's control. It gains first strike until end of turn.
RNAC
Knight of Grace Knight of Grace C1Color W (2)
Creature — Human Knight (2/2)
First strike

Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.

DOMU
Knight of Malice Knight of Malice C1Color B (2)
Creature — Human Knight (2/2)
First strike

Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.

DOMU
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
Lyra Dawnbringer Lyra Dawnbringer C3Color WColor W (5)
Legendary Creature — Angel (5/5)
Flying, first strike, lifelink

Other Angels you control get +1/+1 and have lifelink.

DOMM
Moorland Inquisitor Moorland Inquisitor C1Color W (2)
Creature — Human Soldier (2/2)
C2Color W: Moorland Inquisitor gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
M20C
Nahiri, Storm of Stone Nahiri, Storm of Stone C2RWRW (4)
Legendary Planeswalker — Nahiri (6)
As long as it's your turn, creatures you control have first strike and equip abilities you activate cost C1 less to activate.

−X: Nahiri, Storm of Stone deals X damage to target tapped creature.

WARU
Parhelion II Parhelion II C6Color WColor W (8)
Legendary Artifact — Vehicle (5/5)
Flying, first strike, vigilance

Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)

WARR
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
Pouncing Lynx Pouncing Lynx C1Color W (2)
Creature — Cat (2/1)
As long as it's your turn, Pouncing Lynx has first strike.
WARC
Resurgence Resurgence C3Color RColor W (5)
Sorcery
Creatures you control gain first strike and vigilance until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
GRNR
Rigging Runner Rigging Runner Color R (1)
Creature — Goblin Pirate (1/1)
First strike

Raid — Rigging Runner enters the battlefield with a +1/+1 counter on it if you attacked with a creature this turn.

XLNU
Rowan, Fearless Sparkmage Rowan, Fearless Sparkmage C3Color RColor R (5)
Legendary Planeswalker — Rowan (5)
+1: Up to one target creature gets +3/+0 and gains first strike until end of turn.

−2: Rowan, Fearless Sparkmage deals 1 damage to each of up to two target creatures. Those creatures can't block this turn.
−9: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn.

ELDM
Rowan's Battleguard Rowan's Battleguard C3Color R (4)
Creature — Human Knight (3/3)
First strike

As long as you control a Rowan planeswalker, Rowan's Battleguard gets +3/+0.

ELDU
See Red See Red C1Color R (2)
Enchantment — Aura
Enchant creature

Enchanted creature gets +2/+1 and has first strike.
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice See Red.

RIXU
Serra Disciple Serra Disciple C1Color W (2)
Creature — Bird Cleric (1/1)
Flying, first strike

Whenever you cast a historic spell, Serra Disciple gets +1/+1 until end of turn. (Artifacts, legendaries, and Sagas are historic.)

DOMC
Storm Strike Storm Strike Color R (1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1.
RNAC
Sunblade Angel Sunblade Angel C5Color W (6)
Creature — Angel (3/3)
Flying, first strike, vigilance, lifelink
WARU
Sunhome Stalwart Sunhome Stalwart C1Color W (2)
Creature — Human Soldier (2/2)
First strike

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

GRNU
Sure Strike Sure Strike C1Color R (2)
Instant
Target creature gets +3/+0 and gains first strike until end of turn.
GRNC
Syr Alin, the Lion's Claw Syr Alin, the Lion's Claw C3Color WColor W (5)
Legendary Creature — Human Knight (4/4)
First strike

Whenever Syr Alin, the Lion's Claw attacks, other creatures you control get +1/+1 until end of turn.

ELDU
Tajic, Legion's Edge Tajic, Legion's Edge C1Color RColor W (3)
Legendary Creature — Human Soldier (3/2)
Haste

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Prevent all noncombat damage that would be dealt to other creatures you control.
Color RColor W: Tajic, Legion's Edge gains first strike until end of turn.

GRNR
The Royal Scions The Royal Scions C1Color UColor R (3)
Legendary Planeswalker — Will Rowan (5)
+1: Draw a card, then discard a card.

+1: Target creature gets +2/+0 and gains first strike and trample until end of turn.
−8: Draw four cards. When you do, The Royal Scions deals damage to any target equal to the number of cards in your hand.

ELDM
Tiana, Ship's Caretaker Tiana, Ship's Caretaker C3Color RColor W (5)
Legendary Creature — Angel Artificer (3/3)
Flying, first strike

Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.

DOMU
Triumph of Gerrard Triumph of Gerrard C1Color W (2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Put a +1/+1 counter on target creature you control with the greatest power.
III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.

DOMU
Vampire's Zeal Vampire's Zeal Color W (1)
Instant
Target creature gets +2/+2 until end of turn. If it's a Vampire, it gains first strike until end of turn.
XLNC
Warlord's Fury Warlord's Fury Color R (1)
Sorcery
Creatures you control gain first strike until end of turn.

Draw a card.

DOMC
Youthful Knight Youthful Knight C1Color W (2)
Creature — Human Knight (2/1)
First strike
ELDC

Keywords

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

Actions AdaptExertExploreSurveil
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