Fireshrieker
Double strike printed as a clean, colorless dial: take whatever combat math a creature already does and run it twice. That is a deceptively strong knob to hand any deck, because doubling damage is the rare effect that scales with the creature you attach it to instead of capping out at a fixed number. Strap it to a trampler and the blocked-damage math gets ugly fast; strap it to anything with a combat-damage trigger and you fire the trigger twice; pair it with deathtouch and the first-strike half kills the blocker before it can swing back. The equip rate is the restriction doing the work: total commitment is three to play plus two to attach, all of it at sorcery speed, so the payoff lands a turn after you signal it. Nothing about the card threatens anything until a creature is wearing it, and an opponent who removes that creature strands the whole investment. What makes it durable across two decades of printings is exactly that colorlessness: red and white usually own first strike and double strike, but an artifact answers to no color pie, so it has always been the way a deck outside those colors buys the keyword outright. The body it improves changes from format to format; the function never does.

Rules text
Format Status
More formatsFewer formats
Other printings
- Foundations Jumpstart#750
- Fallout#760
- Fallout#232
- Commander Masters#949
- Neon Dynasty Commander#151
- Commander Legends#462
- Conspiracy#199
- Magic 2014#210








