Inspired Charge
The asymmetric +2/+1 split is the whole design conversation here. Where the classic white team-pump effect adds the bonus evenly across both stats, this one weights power over toughness, which tells you exactly what job it was built for: the alpha strike, not the defensive stand. The two extra points of power per creature compound fast across a wide board, and the instant speed turns it into a combat-math problem the opponent has to solve mid-block, when their attacks are already committed and their decisions are locked. The cost is the catch. At four mana with a double-white pip, it sits a full turn behind the cheaper team-pumps white aggro has always reached for, which makes the single point of toughness less of a bargain than it looks; you are paying a premium over Glorious Charge and its kin for the extra power. That premium is why this lands as workmanlike rather than essential: it does honest work as a finisher when a go-wide deck already has the bodies on the table and just needs the last points of damage to break through, and it does almost nothing in any deck that cannot field a crowd. A clean, narrow effect that rewards having already won the board, priced just high enough to keep it out of the conversation about white's best overrun spells.

Rules text
Format Status
More formatsFewer formats
Other printings
- Kaladesh Remastered#24
- Jumpstart#110
- The List#M19-15
- Core Set 2020#24
- Game Night#13
- Core Set 2019#15
- Kaladesh#20
- Battle for Zendikar#32









