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Moxonomy

Assault Strobe

SorceryRed mana

Doubling a creature's damage for a single red mana is the cheapest entry point combo decks have ever had into a one-shot kill, and that is the entire reason this card exists. The math is brutal: any creature whose power can be pushed to ten kills through an empty board, and double strike means it only needs to reach that number once, applied twice. The whole class of "one big creature, one swing" decks treats Assault Strobe as a finisher rather than a combat trick. It pairs with anything that inflates power cheaply, the pump-and-trample shells built around a single oversized threat, and it sits in the same slot a player might otherwise want a protection spell. The catch is the part that keeps it from being strictly better than older double-strike grants: it is a sorcery, so it cannot be held up at instant speed to ambush a blocker or respond to removal. You commit on your main phase, before combat, with no information about what your opponent will do in response. That timing restriction is what separates it from cards like Temur Battle Rage, which trade a higher cost for the flexibility of an instant. As a result it lives almost entirely in proactive decks that are racing toward a fixed turn rather than reacting, decks that have already decided the swing is happening and only need the multiplier to make the arithmetic lethal.

Assault Strobe (som)
SOM · #82common
Pricing
Normal: $0.43
Foil: $1.35
Oracle Text

Rules text

Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Legalities

Format Status

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

Other printings

2 sets
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