Double Strike is a static ability that creates an additional combat damage step (similar to first strike), but lets the creature deal combat damage again in the second step.
Ingame Description[]
Attacking and blocking creatures that have first strike and double strike deal combat damage before other creatures. Then, all creatures except those with first strike deal combat damage.
Creatures that have double strike deal combat damage twice each combat.
It's possible for a creature to be destroyed before it can deal its combat damage.
Color Distribution[]
Double Strike can often be found on and creatures.
Comprehensive Rules[]
702.4. Double Strike
702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.
702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.
702.4e Multiple instances of double strike on the same creature are redundant.[1]
Double Strike Cardlist[]
11 results | ||
Blood Mist (4) Enchantment At the beginning of combat on your turn, target creature you control gains double strike until end of turn. |
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Iroas's Champion (3) Creature — Human Soldier (2/2) Double strike (This creature deals both first-strike and regular combat damage.) |
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Needle Spires (0) Land Needle Spires enters the battlefield tapped. : Add or to your mana pool. |
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Oketra the True (4) Legendary Creature — God (3/6) Double strike, indestructible Oketra the True can't attack or block unless you control at least three other creatures. |
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Samut, Voice of Dissent (5) Legendary Creature — Human Warrior (3/4) Flash Double strike, vigilance, haste |
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Scourge Wolf (2) Creature — Wolf Horror (2/2) First strike Delirium — Scourge Wolf has double strike as long as there are four or more card types among cards in your graveyard. |
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Scrapper Champion (4) Creature — Human Artificer (2/2) Double strike (This creature deals both first-strike and regular combat damage.) When Scrapper Champion enters the battlefield, you get (two energy counters). |
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Skyhunter Skirmisher (3) Creature — Cat Knight (1/1) Flying, double strike |
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Solemn Recruit (3) Creature — Dwarf Warrior (2/2) Double strike Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a +1/+1 counter on Solemn Recruit. |
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Veteran Cathar (2) Creature — Human Soldier (2/2) : Target Human gains double strike until end of turn. |
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Victory (3) Sorcery Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature gains double strike until end of turn. |