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Moxonomy

Rally the Forces

Instant2 generic manaRed mana

Instant-speed team pumps live or die on the size of the swing they buy relative to their cost, and this one wins combat rather than ends the game. The +1/+0 is a rounding error on most boards; first strike across the whole attacking team is the real payload, and it's why this reads as a combat instant rather than a finisher. Granting first strike to every attacker reshapes the damage step itself: blockers that would trade now die before they connect, and the attackers come through unscathed. Double-blocks fall apart, would-be trades become clean kills, and creatures that should have died in the exchange walk away to swing again. Compared with the burn-the-board-down school of red instants, this is the convoy approach: it asks for a wide aggressive board already in motion and pays off an attack step you were going to make anyway. The narrow window is the cost. It does nothing on defense, nothing on an empty board, and nothing the turn you're not committing creatures to the red zone. Held up at instant speed, though, it turns a stalled ground war into a one-sided exchange, rewarding the player who keeps mana open and bluffs the trick rather than slamming it precombat. The value lives entirely in that combat-math reversal: not pushing extra damage past blockers, but making the blocks themselves lopsided.

Rally the Forces (mbs)
MBS · #73common
Pricing
Normal: $0.03
Foil: $0.30
Oracle Text

Rules text

Attacking creatures get +1/+0 and gain first strike until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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