+double, +strike, |C (32)
Enchant creature
Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Choose one —
• Target creature gets +1/+1 and gains first strike until end of turn.
• Target Pirate gets +1/+1 and gains double strike until end of turn.
: Cabaretti Initiate gains double strike until end of turn.
: Fallaji Chaindancer gains double strike until end of turn.
Double strike
Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."
Garrison Sergeant has double strike as long as you control a Gate.
As long as you've completed a dungeon, Gloom Stalker has double strike.
Target blocking or blocked creature you control gets +1/+1 and gains first strike until end of turn. If it has a hat, it gains double strike until end of turn. If you and that creature each have a hat, the creature gains triple strike until end of turn.
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on Knighted Myr, it gains double strike until end of turn.
Target multicolored creature gains double strike until end of turn.
Draw a card.
Target creature you control gets +1/+1 and gains first strike until end of turn. Creatures target opponent controls lose first strike and double strike until end of turn.
Target creature gains double strike until end of turn.
Cycling (, Discard this card: Draw a card.)
Double strike <I>(This creature deals both first-strike and regular combat damage.)</I>
As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.)
As long as enchanted creature is green, it gets +1/+1 and has trample.
Flying, double strike
Flying
Double strike (This creature deals both first-strike and regular combat damage.)
2 — Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
3 — Double strike
2 — 2/4
4 — 5/6
Spelleater Wolverine has double strike as long as there are three or more instant and/or sorcery cards in your graveyard.
As long as you've drawn two or more cards this turn, Spinehorn Minotaur has double strike.
Whenever Springjack Knight attacks, clash with an opponent. If you win, target creature gains double strike until end of turn. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.
Target creature gets +1/+1 and gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Target nontoken creature you control gets +2/+0 and gains double team until end of turn. It also gains first strike until end of turn if it has the same name as another creature you control or a creature card in your graveyard.
: Viashino Slaughtermaster gets +1/+1 until end of turn. Activate only once each turn.
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