Great Train Heist — Spur a Second Charge
The Great Train Heist is a compact red instant that reads like a toolkit for surprise attacks. Cast for a single red mana, its Spree mechanic lets you pay one or more additional costs to pick the effects you need. Use it to untap your team and force an extra combat phase, push damage with a temporary power bump and first strike, or tax a rival while turning combat damage into treasure.
In practical play this card is a timing piece. It pairs well with haste creatures and ways to grant evasion. Play it after blockers are declared or at the end of an opponent turn to reset attackers and convert a successful strike into resources. The foil light play copy shown preserves the card art and surface while keeping it tournament usable for decks that lean into Outlaws of Thunder Junction style tactics.
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 (Choose one or more additional costs.) +2{R} Untap all creatures you control. If it is 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.
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Power / Toughness N A