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Rules guide · Instant

Stolen VitalityHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Foundations Jumpstart· November 15, 2024
Carte Magic Stolen Vitality

Stolen Vitality 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.

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Official card text

Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)

Complete guide

Stolen Vitality is a versatile red combat trick that adapts its power based on whose turn it is. Whether you are pushing for lethal damage or setting up a devastating block, this instant provides a significant power boost and a crucial keyword to swing the tide of battle.

What It Does

For two mana, Stolen Vitality grants a target creature +3/+1. The secondary effect is conditional: it provides trample if it is currently your turn, or first strike if it is an opponent's turn. This makes it an aggressive tool for attackers and a defensive powerhouse for blockers.

How It Resolves Step by Step

First, you cast the spell and choose a single target creature. As the spell resolves, the game checks whose turn is currently active. If it is the turn of the player who controlled Stolen Vitality as it was cast, the creature gains +3/+1 and trample. If it is any other player's turn, the creature gains +3/+1 and first strike. These effects last until the end of the current turn.

Common Mistakes

A common error is assuming the keyword depends on whether you are attacking or defending. The spell only checks whose turn it is. If you use this on an opponent's creature during your turn, it still gets trample. Conversely, if you use it on your own creature during an opponent's turn to surprise a block, it will always get first strike, never trample.

When to Play It

Cast this during the 'Declare Blockers' step to maximize its impact. On your turn, use it after blockers are chosen to ensure your creature tramples over a small token for lethal damage. On an opponent's turn, use it to give your blocker first strike, allowing it to kill the attacker before the attacker can deal any damage back.

Interaction examples

Redirecting the Vitality

You cast Stolen Vitality targeting your creature during your turn. In response, your opponent casts Deflecting Swat to change the target to their own creature. Because it is still your turn, their creature will receive the +3/+1 and trample, not first strike.

Losing the Target

You target a creature with Stolen Vitality. Your opponent responds by casting Chaos Warp on that creature. When Stolen Vitality attempts to resolve, its only target is gone. The spell is removed from the stack and does nothing; no creature gets a bonus and you do not get to choose a new target.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Stolen Vitality

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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