TCG Playability
Instant
Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) Creatures you control get +2/+1 until end of turn. If this spell was kicked, those creatures also gain trample until end of turn.
"For Keld! For Benalia! For Dominaria!"
Heroic Charge is a versatile combat trick that rewards aggressive strategies with flexible scaling options across multiple Magic formats. This instant costs two white and two generic mana for its base effect, providing all your creatures with a +2/+1 pump until end of turn, which is solid tempo on its own for pushing through incremental damage or creating lethal in the red zone. The real power emerges from its kicker ability, allowing you to pay an additional red and generic mana to grant all your creatures trample, transforming this from a simple pump spell into a game-winning finisher that pushes damage through blockers. This flexibility makes Heroic Charge particularly valuable in aggressive creature-focused decks that want to apply pressure while maintaining the option to pivot into a sudden kill. The card excels in white weenie strategies, gruul or naya aggro shells, and any archetype built around going wide with multiple creatures. Since it's an instant, you gain significant flexibility in its application, whether using it on your main combat phase for surprise burst damage or even during an opponent's turn if needed. With legality across historic, pioneer, modern, legacy, vintage, and commander formats, players have numerous opportunities to leverage this card. The combination of raw power and the trample option makes Heroic Charge particularly attractive to budget-conscious players seeking efficient combat tricks that don't require significant mana investment while still maintaining explosive finishing potential in the right deck construction.
Illustrated by Zoltan Boros