Skip to content
Moxonomy

Street Riot

Enchantment4 generic manaRed mana

The asymmetry runs the opposite direction from the team-pump anthems most decks reach for. Pay five mana and the board gets nothing on defense: no toughness to survive a swing back, no static buff that holds the line. The bonus lives entirely on your turn, so this is not a stabilizer or a board-state insurance policy. It is a closing instrument, an enchantment built to convert a developed board into reach. The trample clause is the actual point: a go-wide deck's problem is rarely raw power but the chump block, and this answers that directly by forcing every blocker to eat its full share of damage. The +1/+0 is almost incidental next to "and have trample," which turns a stalled ground swarm into lethal math. Because it stays on the battlefield rather than resolving once, it reissues the overrun every combat, so a deck that floods the board and then runs out of gas keeps threatening to punch through without spending another card. The cost is the catch. Five mana is a steep ask for an effect that does nothing until you already have creatures worth pushing through, and it is a blank draw with no board to point it at. It is built for one job, played by decks that have already committed to the only plan that justifies it.

Street Riot (grn)
GRN · #117uncommon
Pricing
Normal: $0.20
Foil: $0.66
Oracle Text

Rules text

During your turn, creatures you control get +1/+0 and have trample.
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
N/A
Quick navigation
move selectesc close