Valor's Reach 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
Whenever your team attacks with exactly two creatures, those creatures gain double strike until end of turn. Whenever chaos ensues, untap up to two target creatures your team controls. If it's a main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Complete guide
Welcome to Valor's Reach, the premier stadium of Kylem where teamwork is celebrated with devastating combat efficiency. This plane card focuses on rewarding pairs of attackers and provides explosive opportunities for extra combat phases. Whether you are playing Two-Headed Giant or a standard game, understanding how to time your rolls and attacks is key to victory.
Dual Strike Prowess
The first ability of Valor's Reach triggers whenever your team attacks with exactly two creatures. In a team format, this means the combined total of attackers declared by you and your teammates must be two. These two creatures will gain double strike until the end of the turn, allowing them to deal both first-strike and regular combat damage.
Unleashing Chaos
When you roll the chaos symbol on the planar die, the second ability triggers. You first target up to two creatures your team controls to untap them. If this happens during a main phase, the game inserts an additional combat phase followed by an additional main phase immediately after the current one. This can happen multiple times if chaos ensues repeatedly.
Timing and Strategy
To maximize the double strike benefit, you must ensure your team does not over-extend; attacking with a third creature will prevent the ability from triggering. Furthermore, if you trigger the chaos ability during your second main phase, you effectively gain a third combat phase for the turn, potentially finishing off opponents with the creatures you just untapped.
Interaction examples
To trigger the planar abilities, you often need to roll the planar die. You can tap Command Tower for colored mana and Sol Ring for two colorless mana to pay for multiple planar die rolls during your main phase, hoping to hit the chaos symbol for that extra combat.
During your declare attackers step, you choose exactly two creatures to attack. The first ability of Valor's Reach triggers and goes on the stack. Once it resolves, both creatures gain double strike. If you had attacked with three creatures instead, the ability would not have triggered at all.
During your first main phase, you roll the planar die and chaos ensues. You target two tapped creatures to untap them. Because it is a main phase, the game schedules an extra combat and an extra main phase. You proceed to your normal combat, then the extra combat, and finally the extra main phases.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Valor's Reach
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Valor's Reach
No archived Top 8 deck with this card yet.



Sol Ring
Command Tower