Home / Magic: The Gathering / Assassin's Creed / Overpowering Attack
Overpowering Attack
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Sorcery

Overpowering Attack

uncommon · Sorcery · Assassin's Creed
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Freerunning {2}{R} (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.

Card Details

-/-Power / Toughness
{3}{R}{R}Mana Cost
1Prints

Character Background

Overpowering Attack is a red sorcery that converts a single successful strike into uninterrupted follow‑through: untap all creatures that attacked and, if cast in your main phase, grant an additional combat phase then another main phase. It best supports an aggressive/tempo plan — think repeated damage windows to close out opponents or to pile on combat triggers — while also fitting into combo lines that need multiple attack steps. Build around reliable Assassin damage (or an Assassin commander) and evasion: include cheap evasive attackers, haste sources, and double‑strike/damage‑on‑attack creatures so you can pay the cheaper freerunning cost (2R) consistently. Specific synergies include anthem effects to amplify the second swing, pump spells to convert untapped attackers into lethal damage, and cards that trigger when creatures deal combat damage to players. Play it after an opening hit to surprise the table with a second, decisive combat or to chain attack triggers for value — timing and a low curve are key.

Generated using gpt-5-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Overpowering Attack is a red sorcery that converts a single successful strike into uninterrupted follow‑through: untap all creatures that attacked and, if cast in your main phase, grant an additional combat phase then another main phase. It best supports an aggressive/tempo plan — think repeated damage windows to close out opponents or to pile on combat triggers — while also fitting into combo lines that need multiple attack steps. Build around reliable Assassin damage (or an Assassin commander) and evasion: include cheap evasive attackers, haste sources, and double‑strike/damage‑on‑attack creatures so you can pay the cheaper freerunning cost (2R) consistently. Specific synergies include anthem effects to amplify the second swing, pump spells to convert untapped attackers into lethal damage, and cards that trigger when creatures deal combat damage to players. Play it after an opening hit to surprise the table with a second, decisive combat or to chain attack triggers for value — timing and a low curve are key.

Generated using gpt-5-mini · Updated at 2026-05-16 15:40:47 UTC

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