MTG Copilot
← Back to search
Narrow-Minded Baloney Fireworks

Narrow-Minded Baloney Fireworks

Stickers

common

— Whenever this creature attacks, you gain 2 life. — Vigilance, reach — 2/4 — 7/7

$0.96 View on Scryfall →

Semantic Tags

Attack Triggersmechanical

Benefits from attacking — attack triggers, combat damage triggers, exalted.

Defensivemechanical

Suited for blocking and defense. Includes defender, reach, vigilance, and cards that incentivize blocking.

Defensivevector

Suited for blocking and defense. Includes defender, reach, vigilance, and cards that incentivize blocking.

A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”

Energyvector

Uses the energy counter mechanic from Kaladesh and related sets.

Life Gainmechanical

Gains you life. Relevant for lifegain-matters strategies and general survivability.

Reachmechanical

A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.

Vigilancemechanical

A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”

Vigilancevector

A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”

Format Legality

commanderlegal
oathbreakerbanned
modernnot legal
pioneernot legal
standardnot legal
legacynot legal
vintagenot legal
paupernot legal
historicnot legal
explorernot legal
alchemynot legal

Price history

Loading price history…

Printings (1)

SetRarityTCGplayerCard KingdomCardmarket
Unfinity Sticker Sheets#12common···

Related Concepts

Reach

A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.

Vigilance

A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”

Related Rules

122.1b

A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.

201.5b

If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name.

506.1

The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule 508.8). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).

510.4

If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) 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.

702.1c

An effect may state that “the same is true for” a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and/or players, it grants each appropriate variant and variable of that keyword.

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.