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Fiendish Duo

four generic manaone red manaone red manaCreature — DevilPower and toughness5/5

Card text

First strike (This creature deals combat damage before creatures without first strike.)

If a source would deal damage to an opponent, it deals double that damage to that player instead.

Half the size, double the mayhem.

Showing Foundations Jumpstart#545

Price

1.82 $

13 printings · up to 2.87 $

Daily estimate from Scryfall, not a shop quote.

Fiendish Duo keyword rules

First strike Rule 702.7

First strike is a static ability that modifies the rules for the combat damage step. (See rule , “Combat Damage Step.”)

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

Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).

Multiple instances of first strike on the same creature are redundant.

Double Rule 701.9

Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule .

To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.

If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.

To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.

To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.

To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.

To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.

Fiendish Duo format legality

Constructed

  • StandardNot legal
  • PioneerNot legal
  • ModernNot legal
  • Future StandardNot legal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulNot legal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderNot legal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricLegal
  • TimelessLegal
  • AlchemyNot legal
  • GladiatorLegal
  • BrawlLegal
  • Standard BrawlNot legal
  • Competitive BrawlLegal

Other

  • TLRNot legal

All printings of Fiendish Duo 13

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