Hit // Run MTG Card


Hit // Run - Dissension
Mana cost
Converted mana cost8
RarityUncommon
TypeInstant
Released2006-05-05
Set symbol
Set nameDissension
Set codeDIS
Number152
Frame2003
LayoutSplit
BorderBlack
Illustred byDarrell Riche

Key Takeaways

  1. Hit // Run offers tactical control with its dual abilities in damage and board presence.
  2. Requires careful deck building due to specific mana and the card’s discard cost.
  3. Remains relevant for various MTG metas due to its versatility and combo potential.

Text of card

Attacking creatures you control get +1/+0 until end of turn for each other attacking creature.


Card Pros

Card Advantage: Hit // Run provides a unique combination of potential damage and board control, which can lead to gaining an upper hand in card power on the battlefield. This duality allows you to effectively deal with threats while maintaining a solid presence in combat scenarios.

Resource Acceleration: While the Run portion does not directly provide traditional resource acceleration, the ability to potentially reduce an opponent’s resources through creature removal can indirectly speed up your game plan by giving you a tempo advantage.

Instant Speed: The instant speed nature of Hit gives you the flexibility to disrupt your opponent’s strategy during their turn. This allows for more strategic gameplay, as you can wait to see how your opponent plays before committing to your own tactics, or even saving your creatures from unfavorable blocks.


Card Cons

Discard Requirement: The Hit // Run card brings a unique dynamic to the gameplay, but its advantageous nature comes with the setback of requiring the player to discard. This cost can prove to be quite punishing, especially when a player’s hand is scarce on cards, thereby reducing their strategic possibilities.

Specific Mana Cost: The multicolor nature of Hit // Run demands a precise mana arrangement, necessitating both red and green sources. This requirement can often complicate its inclusion in decks, restricting its applicability primarily to those that can comfortably produce both colors of mana.

Comparatively High Mana Cost: While the combination of potential damage and flexibility in dealing with numerous targets is appealing, Hit // Run carries a high total mana investment. This cost sometimes eclipses that of alternative spells in the same spectrum, potentially leading players to opt for lower-cost options that offer similar effects or more immediate impact on the game state.


Reasons to Include Hit // Run in Your Collection

Versatility: Hit // Run offers a flexible approach to deck-building, serving as both a removal option and a powerful finisher in aggressive strategies.

Combo Potential: Especially in decks that amass large numbers of creatures, the Run part can dramatically increase your damage output, often turning a stable board state into a win scenario.

Meta-Relevance: With its ability to disrupt opponent strategies by removing key threats and swinging games, Hit // Run remains a timely inclusion in diverse meta environments.


How to beat

Hit // Run is a versatile split card in Magic: The Gathering that offers both an aggressive option and a sudden influx of damage potential. To effectively counter this unique card, a strategic approach is essential. For the “Hit” portion, targeted creature removal before attackers are declared can minimize its impact, making instant-speed removal like Path to Exile or Fatal Push key assets. When it comes to “Run,” the challenge is in its potential to cause a massive life swing. Counterspells such as Negate or Dovin’s Veto can prevent it from ever hitting the board. Additionally, managing your opponent’s creature presence will limit “Run,” as its damage scales with the power of creatures they control. Playing around Hit // Run requires a proactive defense and an awareness of your opponent’s mana, ensuring you can respond to whichever side of the split card they opt for.

Some deck archetypes naturally have a better matchup against Hit // Run. Control decks with a plethora of removals and counter spells can patiently dismantle the threats posed by it. On the other hand, fast-paced aggro decks might outpace the mana cost required to use Hit // Run effectively. In summary, whether through disruption, removal, or simply outpacing your opponent, ensuring you have answers ready can turn this intimidating dual-threat into a manageable obstacle.


Cards like Hit // Run

Hit // Run stands out in the realm of multi-functional cards in Magic: The Gathering. It bears similarity to cards like Assault // Battery, which offers players the versatility of choosing between a creature summoning spell or a direct damage spell. Hit // Run, impressively, combines the potential for creature removal with an amplification of damage, inherently providing a significant swing in board presence.

Another comparable card is Crime // Punishment, which provides the option of reanimation or board wipe. While Crime // Punishment allows for large-scale removal or the recovery of a powerful creature, Hit // Run uniquely blends its removal power with the ability to deal a substantial blow to an opponent’s life total. It also shares a resemblance with Flesh // Blood, wherein Flesh can power up a creature significantly while Blood can redirect that power as direct damage, yet it doesn’t offer the potential sheer force of Hit // Run.

The duality and flexibility of Hit // Run make it a valuable choice for those looking to combine removal with the possibility of sudden bursts of damage. It finds its niche well among Magic: The Gathering’s array of hybrid cards, presenting a pair of options that can significantly impact the game when used judiciously.

Assault // Battery - MTG Card versions
Crime // Punishment - MTG Card versions
Flesh // Blood - MTG Card versions
Assault // Battery - MTG Card versions
Crime // Punishment - MTG Card versions
Flesh // Blood - MTG Card versions

Where to buy

If you're looking to purchase Hit // Run MTG card by a specific set like Dissension, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Hit // Run and other MTG cards:

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Legalities

Magic the Gathering formats where Hit // Run has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PredhLegal
PennyLegal

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