Skip to content
Moxonomy

Ambush

Instant3 generic manaRed mana

Granting first strike only to blockers is the whole design statement here, and it is also the constraint that quietly disqualifies the card. The defending player gets to spring a trap: small bodies suddenly kill bigger attackers and live, which is exactly what first strike is built to do. But the effect can never initiate; it does nothing on your own attack, nothing on a turn where the opponent declines to swing into open mana. Four mana to hold up a contingent, blockers-only buff that does nothing about half the time is the rate problem in full. This sits at the crossing of two ideas Wizards was still calibrating in this era: instant-speed combat manipulation as a red specialty, and tricks that pay the defender for setting a trap rather than starting the fight. The defensive-only clause is the design discipline meant to balance a sweeping first-strike grant, but the price was set as if the effect were two-sided, and it is not. A cheaper piece of removal or a single well-placed creature closes the same window more reliably and without asking you to leave mana untapped through your opponent's whole combat. The granted keyword is correct flavor for an ambush; the cost is what kept it from ever earning a slot, and it reads now as a marker of how much tighter combat-trick math has become since.

Ambush (hml)
HML · #62common
Pricing
Normal: $0.14
Foil:
Oracle Text

Rules text

Blocking creatures gain first strike until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Quick navigation
move selectesc close