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.
For example if a 2/2 with first strike attacks and is blocked by a 2/2 without first strike. The 2/2 with first strike will take no damage as it's blocker takes lethal damage before it has a chance to apply it's damage.
Comprehensive Rules Glossary (August 7, 2020)
- First Strike
- A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”
Comprehensive Rules (August 7, 2020)
- 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 Cardlist
66 results | ||
Ahn-Crop Invader (3) Creature — Zombie Minotaur Warrior (2/2) As long as it's your turn, Ahn-Crop Invader has first strike. , Sacrifice another creature: Ahn-Crop Invader gets +2/+0 until end of turn. |
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Akroma's Memorial (7) Legendary Artifact Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red. |
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Anvilwrought Raptor (4) Artifact Creature — Bird (2/1) Flying First strike (This creature deals combat damage before creatures without first strike.) |
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Aspect of Manticore (3) Enchantment — Aura Flash Enchant creature |
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Azorius Skyguard (6) Creature — Human Knight (3/3) Flying, first strike Creatures your opponents control get -1/-0. |
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Baneslayer Angel (5) Creature — Angel (5/5) Flying, first strike, lifelink, protection from Demons and from Dragons |
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Battlefield Promotion (2) Instant Put a +1/+1 counter on target creature. That creature gains first strike until end of turn. You gain 2 life. |
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Bloodhaze Wolverine (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. |
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Buccaneer's Bravado (2) Instant Choose one — • Target creature gets +1/+1 and gains first strike until end of turn. |
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Cavalry Drillmaster (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.) |
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Commanding Presence (4) Enchantment — Aura Enchant creature Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token." |
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Crystalline Giant (3) Artifact Creature — Giant (3/3) At the beginning of combat on your turn, choose a kind of counter at random that Crystalline Giant doesn't have on it from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on Crystalline Giant. |
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Danitha Capashen, Paragon (3) Legendary Creature — Human Knight (2/2) First strike, vigilance, lifelink Aura and Equipment spells you cast cost less to cast. |
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Dire Fleet Daredevil (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 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. |
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Drana, Liberator of Malakir (3) Legendary Creature — Vampire Ally (2/3) Flying, first strike Whenever Drana, Liberator of Malakir deals combat damage to a player, put a +1/+1 counter on each attacking creature you control. |
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Dub (3) Enchantment — Aura Enchant creature Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types. (It deals combat damage before creatures without first strike.) |
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Eidolon of Obstruction (2) Enchantment Creature — Spirit (2/1) First strike Loyalty abilities of planeswalkers your opponents control cost more to activate. |
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Emissary of Sunrise (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.) |
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Encampment Keeper (1) Creature — Dog (1/1) First strike , , Sacrifice Encampment Keeper: Creatures you control get +2/+2 until end of turn. |
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Face of Divinity (3) Enchantment — Aura Enchant creature Enchanted creature gets +2/+2. |
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Fervent Champion (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. |
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Fervent Strike (1) Instant Target creature gets +1/+0 and gains first strike and haste until end of turn. |
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Fresh-Faced Recruit (2) Creature — Human Soldier (2/1) As long as it's your turn, Fresh-Faced Recruit has first strike. |
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Goblin Chainwhirler (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. |
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Grim Initiate (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.) |
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Heightened Reflexes (1) Instant Target creature gets +1/+0 until end of turn. Put a first strike counter on it. |
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Helica Glider (3) Creature — Nightmare Squirrel (2/2) Helica Glider enters the battlefield with your choice of a flying counter or a first strike counter on it. |
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Jousting Lance (2) Artifact — Equipment Equipped creature gets +2/+0. As long as it's your turn, equipped creature has first strike. |
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Justiciar's Portal (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. |
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Knight of Grace (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.) |
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Knight of Malice (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.) |
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Kwende, Pride of Femeref (4) Legendary Creature — Human Knight (2/2) Double strike Creatures you control with first strike have double strike. |
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Lyra Dawnbringer (5) Legendary Creature — Angel (5/5) Flying, first strike, lifelink Other Angels you control get +1/+1 and have lifelink. |
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Momentum Rumbler (4) Creature — Dinosaur (3/3) Whenever Momentum Rumbler attacks, if it doesn't have first strike, put a first strike counter on it. Whenever Momentum Rumbler attacks, if it has first strike, it gains double strike until end of turn. |
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Moorland Inquisitor (2) Creature — Human Soldier (2/2) : Moorland Inquisitor gains first strike until end of turn. (It deals combat damage before creatures without first strike.) |
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Nahiri, Storm of Stone (4) Legendary Planeswalker — Nahiri (6) As long as it's your turn, creatures you control have first strike and equip abilities you activate cost less to activate. −X: Nahiri, Storm of Stone deals X damage to target tapped creature. |
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Parhelion II (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. |
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Path of Mettle (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. |
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Pouncing Lynx (2) Creature — Cat (2/1) As long as it's your turn, Pouncing Lynx has first strike. |
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Prickly Marmoset (3) Creature — Monkey (2/3) First strike Whenever you cycle a card, Prickly Marmoset gets +2/+0 until end of turn. |
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Radha, Heart of Keld (3) Legendary Creature — Elf Warrior (3/3) As long as it's your turn, Radha, Heart of Keld has first strike. You may look at the top card of your library any time, and you may play lands from the top of your library. |
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Resurgence (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. |
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Rigging Runner (1) Creature — Goblin Pirate (1/1) First strike Raid — Rigging Runner enters the battlefield with a +1/+1 counter on it if you attacked this turn. |
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Rowan, Fearless Sparkmage (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. |
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Rowan's Battleguard (4) Creature — Human Knight (3/3) First strike As long as you control a Rowan planeswalker, Rowan's Battleguard gets +3/+0. |
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Sanctuary Smasher (6) Creature — Rhino Beast (6/4) First strike Cycling (, Discard this card: Draw a card.) |
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See Red (2) Enchantment — Aura Enchant creature Enchanted creature gets +2/+1 and has first strike. |
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Serra Disciple (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.) |
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Slaughter-Priest of Mogis (2) Creature — Minotaur Shaman (2/2) Whenever you sacrifice a permanent, Slaughter-Priest of Mogis gets +2/+0 until end of turn. , Sacrifice another creature or an enchantment: Slaughter-Priest of Mogis gains first strike until end of turn. |
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Spiteful Prankster (3) Creature — Devil (3/2) As long as it's your turn, Spiteful Prankster has first strike. Whenever another creature dies, Spiteful Prankster deals 1 damage to target player or planeswalker. |
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Storm Strike (1) Instant Target creature gets +1/+0 and gains first strike until end of turn. Scry 1. |
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Sunblade Angel (6) Creature — Angel (3/3) Flying, first strike, vigilance, lifelink |
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Sunhome Stalwart (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.) |
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Sunlit Hoplite (2) Creature — Human Soldier (2/1) As long as it's your turn, Sunlit Hoplite has first strike. Sunlit Hoplite gets +1/+0 as long as you control an Elspeth planeswalker. |
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Sure Strike (2) Instant Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.) |
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Syr Alin, the Lion's Claw (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. |
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Tajic, Legion's Edge (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.) |
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Thalia, Guardian of Thraben (2) Legendary Creature — Human Soldier (2/1) First strike Noncreature spells cost more to cast. |
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The Royal Scions (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. |
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Thundering Chariot (4) Artifact — Vehicle (3/3) First strike, trample, haste Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) |
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Tiana, Ship's Caretaker (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. |
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Triumph of Gerrard (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. |
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Vadrok, Apex of Thunder (3) Legendary Creature — Elemental Dinosaur Cat (3/3) Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flying, first strike |
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Vampire's Zeal (1) Instant Target creature gets +2/+2 until end of turn. If it's a Vampire, it gains first strike until end of turn. |
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Warlord's Fury (1) Sorcery Creatures you control gain first strike until end of turn. Draw a card. |
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Youthful Knight (2) Creature — Human Knight (2/1) First strike |
Abilities | Evergreen Abilities: Deathtouch • Defender • Double Strike • Enchant • Equip • First Strike • Flash • Flying • Haste • Hexproof • Indestructible • Lifelink • Menace • Prowess • Reach • Trample • Vigilance • Ward
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Other Keyword Abilities: Affinity • Afflict • Afterlife • Aftermath • Ascend • Blitz • Boast • Cascade • Casualty • Changeling • Cleave • Companion • Compleated • Convoke • Crew • Cycling • Decayed • Disturb • Embalm • Escape • Eternalize • Evoke • Evolve • Exalted • Exploit • Fabricate • Fear • Flashback • Foretell • Hideaway • Improvise • Jump-Start • Kicker • Landwalk • Living Weapon • Madness • Menace • Mentor • Modular • Mutate • Ninjutsu • Outlast • Overload • Persist • Protection • Prowess • Rebound • Reconfigure • Riot • Scavenge • Shroud • Spectacle • Split Second • Storm • Training • Transform • Undying • Unearth
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Ability Words | Addendum • Constellation • Enrage • Landfall • Magecraft • Raid • Revolt • Undergrowth | |
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Actions | Adapt • Amass • Connive • Exert • Explore • Investigate • Learn • Phase out • Proliferate • Surveil • Venture into the Dungeon |