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Moxonomy

Frantic Strength

Enchantment — Aura2 generic manaGreen mana

Auras have always lost the card-advantage argument to combat tricks: both do a similar job in a fight, but the trick leaves nothing behind when the target dies, while the aura hands the opponent a two-for-one at the worst moment. Flash narrows that gap. It gives the enchantment a trick's timing (hold it back until the trigger you actually want) while keeping the permanent's persistence, so a creature that survives the turn carries the bonus into the next attack. That is what you are paying for; the +2/+2 is deliberately plain rate, a green combat modifier priced so the instant-speed window is the real cost, not the stat line. Waving an attacker through, ambushing a blocker, or saving a creature from a removal spell on the stack are all the same maneuver: commit at the moment the aura is least exposed, then keep it if the board lets you. Trample is the detail that turns the buff from a combat solver into a clock, pushing the extra points past a chump instead of letting them stall out. It asks the pilot to read the board and pick the beat where the enchantment survives, which is the entire pitch: a permanent that behaves like an instant right up until it decides to stay.

Frantic Strength (dsk)
DSK · #179common
Pricing
Normal: $0.15
Foil: $0.18
Oracle Text

Rules text

Flash Enchant creature Enchanted creature gets +2/+2 and has trample.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
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
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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