Heist the Turn
Great Train Heist (Extended Art) is a tactical red instant that reads like a playbook for seizing momentum. The single red mana cost makes it easy to slot into aggressive or midrange decks. Cast it to untap your board and treat combat as a weapon by adding another combat phase, pump your attackers and give them first strike, or tax a single opponent with Treasure generation tied to your damage. Each mode supports an extra punch or a follow up that rewards lethal precision on offense.
In practice this card is best used when you already have a stable of attackers or a key creature that can take over a game through repeated hits. Use the untap and extra combat mode to chain damage across turns. Use the pump and first strike mode when you need efficient trades. Use the Treasure mode when you want to convert damage into resources and keep pressure over multiple turns. The extended art foil adds a collectible edge while remaining highly playable in competitive lists.
Card Details:
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Mana Cost – {R}
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Card Type – Instant
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Subtypes – Spree
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Card Text / Rules Text (Printed) – Spree
+2{R}: Untap all creatures you control. If it’s your combat phase, there is an additional combat phase after this phase.
+2: Creatures you control get +1/+0 and gain first strike until end of turn.
+{R}: Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.