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Moxonomy

Big Play

Instant1 generic manaGreen mana

Most combat tricks are consumables: they buy a point of tempo and evaporate on the end step. This one splits its payout across two clocks. The +2/+2 and reach are the temporary half, sized to swing a single combat step and to let a grounded green body ambush a flier that thought it was attacking or blocking into open air. The +1/+1 counter is the half that outlives the turn, so once the fight resolves the surviving creature stays a step larger going forward. That lingering counter is what does the double duty here: it makes this as much a way to grow a counters-matters creature at instant speed as it is a pump spell, feeding anything that reads the number of +1/+1 counters in play rather than just the result of the block. The reach is the tell that flying defense was the design brief: it turns a random ground creature into a surprise flier-catcher and then leaves the residue behind if the counter sticks. The card asks the caster to value the aftermath as much as the ambush, and the two effects reward different builds: a fair deck wants the ambush, a synergy deck wants the permanent counter, and both get paid on the same spell.

Big Play (stx)
STX · #122common
Pricing
Normal: $0.06
Foil: $0.14
Oracle Text

Rules text

Target creature gets +2/+2 and gains reach until end of turn. Put a +1/+1 counter on it. (A creature with reach can block creatures with flying.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
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
N/A
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

1 set
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