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Moxonomy

Critical Hit

Instant1 generic manaRed mana

Double strike as a two-mana instant is an aggressive but familiar effect; the recursion clause is what makes this one worth a second look, because it answers to a die rather than a graveyard cost, a mana payment, or a discard. Roll a natural 20 on any d20 you were already rolling for another effect, and this returns to your hand at no additional price. That folds the game's randomizers into a value engine: the same twenty you were hoping to see on a treasure-hunt or a spell-scaling roll now also refills a spent combat trick. It is a soft loop, not a reliable one. A natural 20 lands one time in twenty, so the recursion is a lottery bolted onto an otherwise ordinary pump spell, upside that arrives when the dice cooperate rather than a plan you can build toward. The honest read is that the card wants to double an attacker's damage right now, and the return trigger is a bonus. It belongs to the small family of spells that reward stacking as many d20 rolls into a turn as possible, where the recursion stops being a rounding error and becomes a genuine reason to keep rolling.

Critical Hit (afr)
AFR · #137uncommon
Pricing
Normal: $0.27
Foil: $0.39
Oracle Text

Rules text

Target creature gains double strike until end of turn. When you roll a natural 20, return this card from your graveyard to your hand. (A natural 20 is a roll that displays 20 on the die.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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