Seize the Initiative

Instant

Target creature gets +1/+1 and gains first strike until end of turn.

CMC
1
Mana cost
{W}
Color identity
W
Rarity
common
Set
Scars of Mirrodin
Price
$0.11
EDHREC rank
#28818
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Seize the Initiative card art
Seize the Initiative gives a creature +2/+2 and first strike until end of turn for a single white mana — that's a combat trick that wins fights that should be losses and closes games that should stall. It's a staple in any white aggro shell that attacks often enough to cash in on the tempo.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Seize the Initiative is a role-player rather than a staple — it earns a slot in dedicated white aggro or combat-focused builds but has no place in slower, non-combat shells. Pauper is where it actually competes at full strength: one-mana pump spells that grant first strike are legitimate in aggressive white decks and Heroic shells where targeting your own creature has upside beyond the stat boost. In Legacy and Vintage, the bar for combat tricks is prohibitively high and Seize the Initiative doesn't clear it. Modern has better options at the same price point, so it mostly doesn't show up there either.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.11 bulk tier

At $0.11, Seize the Initiative is deep bulk — pick it up from any dollar-bin box. Bulk commons at this price point don't appreciate, but they don't need to; if the card fits your deck, the cost is essentially free.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.