MAGIC: THE GATHERING
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Ferocious -- That creature also gains trample until end of turn if you control a creature with power 4 or greater.
Suddenly decks that play red and creatures can close games out of nowhere, swinging in for huge chunks of damage in a combo-like finish. With the threat Temur Battle Rage looming, opponents are forced to take a big risk if they tap out to advance their own game plan.