Steal Strength is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.
Complete guide
Steal Strength is a versatile black instant that allows you to swing the tide of combat by manipulating the power and toughness of two different creatures at once. By siphoning vigor from one creature to bolster another, you can save your own attacker while simultaneously eliminating an opponent's threat.
Dual Targeting Requirements
To cast Steal Strength, you must be able to choose two distinct targets: one creature to receive the +1/+1 bonus and another separate creature to receive the -1/-1 penalty. If you cannot identify two different creatures on the battlefield, you cannot cast the spell. However, once successfully cast, if one target becomes illegal before the spell resolves, the remaining target will still receive its corresponding effect.
Resolution Step-by-Step
When Steal Strength resolves, the game checks the legality of both targets. First, the first target creature gains +1/+1 until the end of the current turn. Immediately after, the second target creature loses -1/-1 until the end of the turn. If a creature's toughness is reduced to 0 by the -1/-1 effect, it is put into its owner's graveyard as a state-based action as soon as the spell finishes resolving.
Common Mistakes
A frequent error is trying to target the same creature with both effects to 'break even.' The card specifically states 'Another target creature' for the second effect, meaning the targets must be different objects. Additionally, players often forget that this is an instant; you can use it after blockers are declared to change the outcome of combat math unexpectedly.
Strategic Timing
Because this spell is an instant, it is best used during the combat phase. You can use it to kill a 1-toughness utility creature your opponent controls while giving your own creature just enough power to survive a block or deal lethal damage. It can also be used to fizzle spells that depend on a creature's specific power or toughness.
Interaction examples
You can use Dark Ritual to generate three black mana early in the game. With that mana, you can cast Steal Strength to buff your attacking creature and kill an opponent's turn-one creature with 1 toughness, creating a significant board advantage before your opponent can stabilize.
If your opponent has a small creature that is problematic, you can cast Vampiric Tutor at the end of their turn to place Steal Strength on top of your library. On your turn, you draw it and cast it to give your creature the edge in combat while removing their blocker.
If you target a 2/2 creature for the bonus and an opponent's 1/1 creature for the penalty, the 2/2 becomes a 3/3 and the 1/1 becomes a 0/0. The 1/1 is then moved to the graveyard, while your 3/3 remains on the field until the end of the turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Steal Strength
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Steal Strength
No archived Top 8 deck with this card yet.



Dark Ritual
Vampiric Tutor