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Moxonomy

Whirling Strike

Instant1 generic manaRed mana

The combat trick priced for the modern era: two mana buys a +2/+0 pump that stacks first strike on top of trample, which is a more surgical package than the raw numbers suggest. First strike is what turns the +2/+0 from a race-loser into a blowout, letting an attacker or blocker land its swollen damage before the opposing creature ever connects, so a smaller body eats a larger one and walks away clean. Trample then converts the surplus into damage rather than letting a chump-block absorb it, which reorients the card from a defensive combat tool into a reach spell that closes a game a turn early. Red combat tricks have long chased this exact overlap: the color wants an instant that both wins the exchange and pushes damage through, and bundling first strike with trample onto a single pump is the tidy synthesis of those two jobs. The restraint is in the numbers. +2/+0 gives no toughness, so it does nothing to save a creature from a burn spell or a wither effect, and the whole thing evaporates at end of turn; it rewards a player who commits to an attack and punishes one who telegraphs it. That is the honest math of the archetype it serves: a spell built to swing a combat step, not to hold a board.

Whirling Strike (bro)
BRO · #157common
Pricing
Normal: $0.18
Foil: $0.06
Oracle Text

Rules text

Target creature gets +2/+0 and gains first strike and trample until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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