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Rally Maneuver

Rally Maneuver

Instant

uncommon

Target creature gets +2/+0 and gains first strike until end of turn. Up to one other target creature gets +0/+2 and gains lifelink until end of turn.

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Semantic Tags

Aggressivemechanical

Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.

Combat Trickmechanical

An instant-speed spell that modifies combat — pump, protection, or removal during combat.

A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”

Life Gainmechanical

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

Lifelinkvector

A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.”

Pumpmechanical

A spell or ability that gives a temporary power/toughness boost.

Tribalmechanical

Cares about creature types — lords, type-matters effects, and changeling.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (2)

SetRarityTCGplayerCard KingdomCardmarket
Alchemy Horizons: Baldur's Gate#100uncommon···
Adventures in the Forgotten Realms#36uncommon···

Related Rules

120.3f

Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results.

120.4d

Finally, the damage event occurs.

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.

702.15

Lifelink

702.15a

Lifelink is a static ability.

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.

Rulings

2021-07-23

The first target will always get +2/+0 and first strike. If you target only one creature, you cannot choose to give it +0/+2 and lifelink.

2021-07-23

You cannot target the same creature twice.