All Aboard for an Extra Combat
Great Train Heist is a concise red Instant that reads like a schematic for aggressive turns. Cast for a single red mana and spend the spree costs to choose one or more additional effects. The top line lets you untap your whole board and, if you are already in combat, grant an extra combat phase which pairs neatly with haste or attack triggers. The middle option boosts creatures and grants first strike so small attackers can trade up or finish a race. The final mode ties the plan together by using a targeted opponent and creating tapped Treasure tokens whenever your creatures deal combat damage to that player this turn.
This card fits into decks that push repeated combat steps or convert damage into resources. Play it alongside creatures that have haste or damage triggers and the spree ability becomes a toolkit for extending attacking windows, closing out games, or generating Treasures to pay for follow up spells. The foil Medium Play printing from Outlaws of Thunder Junction has visible surface wear typical of play copies while still catching light in play so the card reads cleanly on table and keeps its presence in your deck.
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}{W}: Creatures you control get +1/+0 and gain first strike until end of turn. {B}{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