Great Train Heist
Instant
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
- CMC
- 1
- Mana cost
- Color identity
- R
- Rarity
- rare
- Set
- Outlaws of Thunder Junction
- Price
- $3.37
- EDHREC rank
- #1107
Great Train Heist gives your entire team haste and lets them attack as though they weren't blocked — staple those two effects onto one four-mana sorcery and you have a finisher that ends stalled board states on the spot. Commanders like Kitsa, Otterball Elite and Riku of Many Paths that go wide or copy spells get the most mileage, but any red deck that swings with a crowd has a reason to run it.
Best Commanders
Commanders with the highest synergy

Riku of Many Paths
Riku of Many Paths copies instants and sorceries, so a copied Great Train Heist means two triggers granting haste and unblockability — often enough reach to close a game out of nowhere.

Gornog, the Red Reaper
Gornog, the Red Reaper cares about attacking creatures dying in combat, and Great Train Heist guarantees that combat happens at full force by pushing every attacker past blockers.

Vihaan, Goldwaker
Vihaan, Goldwaker turns Treasures into attackers, and Great Train Heist hands that newly animated army haste and evasion so it can swing immediately without giving opponents a turn to adjust.

Otharri, Suns' Glory
Otharri, Suns' Glory generates experience counters on combat, and Great Train Heist makes every creature in the zone an unblockable threat, maximizing how many connections — and thus counters — land in a single swing.

Ozai, the Phoenix King
Ozai, the Phoenix King rewards wide, aggressive attacks, and Great Train Heist removes the two most common obstacles — summoning sickness and chump blockers — to deliver that damage in one decisive turn.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | legal |
| standard | legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
Great Train Heist is legal across every major constructed format but lives almost exclusively in Commander, where wide creature boards make the haste-plus-evasion combination a genuine one-card game-ender. In competitive 60-card formats like Modern and Pioneer, a four-mana sorcery that doesn't permanently affect the board struggles to justify its slot — aggro decks want cheaper, permanent threats, and combo decks have tighter lines. Standard is theoretically playable but the same ceiling applies: the effect is powerful for one turn, not across multiple. Commander is where Great Train Heist belongs, and it earns its spot there cleanly.
Key Combos
Combo lines featuring this card


Kitsa, Otterball EliteGreat Train Heist
Infinite untap of creatures you control; Infinite mana creatures you control can produce; Infinite magecraft triggers; Infinite combat phases; Infinitely powerful creatures you control until end of turn
View on Commander Spellbook ↗

SpellbinderGreat Train Heist
Infinite storm count; Infinite combat phases; Infinite untap of creatures you control; Infinite mana creatures you control can produce; Infinite magecraft triggers; Infinite combat damage
View on Commander Spellbook ↗

Elite ArcanistGreat Train Heist
Infinite storm count; Infinite combat phases; Infinite untap of creatures you control; Infinite mana creatures you control can produce; Infinite magecraft triggers; Infinitely powerful creatures you control until end of turn
View on Commander Spellbook ↗


SpellbinderGreat Train HeistSylvan Awakening
Infinite storm count; Infinite combat phases; Infinite mana lands you control can produce; Infinite untap of creatures you control; Infinite mana creatures you control can produce; Infinite magecraft triggers; Infinite combat damage; Infinite untap of lands you control
View on Commander Spellbook ↗


Charnelhoard WurmGreat Train HeistSozin's Comet
Infinite storm count; Infinite combat phases; Infinite untap of creatures you control; Infinite mana creatures you control can produce; Infinite tapped Treasure tokens; Infinite magecraft triggers; Infinite combat damage; Infinitely powerful creatures you control until end of turn
View on Commander Spellbook ↗Price Context
Current price
$3.37 cheap tier
At $3.37, Great Train Heist sits in the cheap tier — affordable enough to include without a second thought in any red or Gruul Commander build that attacks. That price reflects solid demand from a widely played effect, and there's no reason to expect it to move dramatically in either direction.
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Sources
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.