Quick Verdict
First strike and double strike both work by splitting combat damage into two steps. First strike deals damage only in the earlier step; double strike deals damage in both. The consequence people misjudge is that double strike is not simply double power — if your blocker dies to the first hit, the second hit goes nowhere unless the creature also has trample.
First strike and double strike look like separate abilities and are really two settings on the same switch.
Both work by splitting combat damage into two steps instead of one. First strike says "deal damage in the earlier step only". Double strike says "deal damage in both". Everything else about them follows from that single structural change.
Understanding them together is worth more than learning them apart, because the interesting cases — the trades that look even and are not, the double striker that deals half the damage you expected — all come from the two-step structure rather than from either keyword individually.
One mechanism: an extra combat damage step. First strike uses only the first. Double strike uses both.
The Rules
First strike is a static ability. A creature that has it deals its combat damage in the first-strike combat damage step rather than the normal one.
Double strike is a static ability. A creature that has it deals combat damage in both steps.
Neither does anything outside combat. Neither is cumulative — two instances of first strike are identical to one.
How the two steps work (CR 510.4)
Normally there is one combat damage step. If any attacking or blocking creature has first strike or double strike as the combat damage step begins, there are two:
First step. Only creatures that have first strike or double strike assign damage.
Second step. Damage is assigned by everything that had neither first strike nor double strike as the first step began, plus anything that currently has double strike.
That wording is precise for a reason, and it produces the timing results below.
The two rows worth remembering: granting first strike late does nothing, because the check is made as the first step begins. But granting double strike late works, because the second step asks what a creature currently has.
The Combat Math
This is where the value is, and where most misjudgements happen.
First strike: kill it before it swings
A creature with first strike that deals lethal damage in the first step faces no damage back at all — the other creature is already dead when the normal step arrives.
First strike plus deathtouch is the strongest pairing in combat. Deathtouch makes any nonzero damage lethal, and first strike makes it land first, so the creature kills anything it meets and survives regardless of size.
First strike against first strike cancels out. Both deal damage in the same step, simultaneously — an ordinary trade that happens one step earlier than usual.
Double strike: not simply double power
The double strike trap
A double striker that kills its blocker in the first step is still a blocked creature with no blockers. Without trample it deals no damage at all in the second step.
This is the single most common misplay with the keyword: attacking into a chump block expecting eleven damage and dealing one. Double strike and trample together are worth far more than either alone.
The survival rule for double strike: a double striker kills and survives only when its first-strike damage alone is lethal to the other creature. If the blocker survives step 1, both deal damage simultaneously in step 2 and the trade happens normally.
The Other Pairings
Double strike + lifelink. Life is gained twice, once per damage step. Lifelink applies to all damage, so both helpings count.
Double strike + deathtouch. The first hit kills the blocker. Without trample the second hit is wasted; with trample, deathtouch makes lethal equal 1, so almost everything tramples through in both steps.
Double strike + "whenever this deals combat damage" triggers. These trigger twice, once per step. This is often where double strike's real value sits — a saboteur ability firing twice is worth more than the extra damage.
Double strike + a pump spell between steps. Damage marked in step 1 does not go away, and a buff cast before step 2 applies to the second helping. Buffing after first-strike damage is a standard way to squeeze out extra damage.
First strike + vigilance. Attack without tapping, then hold up a first-striking blocker. Defensively this is close to unattackable for small creatures.
Where They Live
First strike is primarily white and red, with white using it defensively on small efficient creatures and red using it aggressively. Double strike is rarer and sits mostly in white and red as well, occasionally green. Neither is a blue or black ability, which is consistent with the colour pie — both are combat-superiority keywords, and blue and black are not supposed to win fair fights.
Both can also be granted by keyword counters, equipment and auras, which is where the mid-combat timing rules above start to matter in real games.
Common Misconceptions
"Double strike doubles my power." Only when unblocked or trampling. Against a dead blocker it deals nothing in the second step.
"Granting first strike mid-combat saves my creature." Only if you do it before the first combat damage step begins. Once that step has started, the check is already made.
"Two first strikes are better than one." They are identical. The ability is binary.
"First strike beats everything." It beats creatures that would kill it back. Against a blocker with more toughness than your power, first strike changes nothing — you deal damage early, it survives, and it kills you in the second step.
"A 3/3 with double strike beats a 5/5." It trades with it. See the table above.
Conclusion: One Step Earlier Is a Whole Advantage
First strike is the cheapest form of combat superiority in Magic. It adds no power and no toughness, and it wins fights that an identical creature without it would lose — because a dead creature deals no damage. That is the entire ability, and it scales with deathtouch into something close to unbeatable in a fair fight.
Double strike looks like the bigger version and is really a different ability with a condition attached. Its second helping of damage needs somewhere to go. Unblocked, it is double damage. Into a chump block, it is nothing at all — unless the creature also has trample, at which point it becomes the most damage any single attack in the game can produce.
And the timing rule is worth memorising because it is counterintuitive in both directions: granting first strike after the first damage step gains you nothing, while granting double strike after it gains you a whole extra hit.
Citations & Resources
- Wizards of the Coast: Comprehensive Rules — combat damage step (CR 510) and keyword abilities (CR 702)
- MTG Wiki: First strike
- MTG Wiki: Double strike
- MTG Wiki: The combat damage step and CR 510.4
- Scryfall: Every card with double strike
Related Guides
- The Ultimate MTG Keywords Glossary — every keyword, with a printable cheat sheet
- What Trample Means in MTG — the keyword double strike needs to reach its potential
- What Lifelink Means in MTG — gaining life in both damage steps
- MTG Vigilance Explained — attacking without giving up the block
- MTG Phases and Turn Structure — where the two damage steps sit in a turn
- The Ultimate Guide to MTG Counters — granting either keyword with counters
- What Deathtouch Means in MTG - why any nonzero damage is lethal
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