Tomar a Iniciativa Carta MTG


Tomar a Iniciativa - Scars of Mirrodin
Custo de mana
Custo convertido de mana1
RaridadeComum
TipoMágica Instantânea
Lançamento2010-10-01
Expansão símbolo
Expansão nomeScars of Mirrodin
Expansão códigoSOM
Número20
Frame2003
LayoutNormal
BorderPreta
Ilustrado porSteve Argyle

Principais conclusões

  1. Seize the Initiative ensures strategic top-deck control with its scry ability for better game planning.
  2. The card’s instant speed usage disrupts opponents’ turns while optimally using mana for strong plays.
  3. It offers quick token generation for immediate use or strategic play development in various situations.

Texto da carta

A criatura alvo recebe +1/+1 e ganha iniciativa até o final do turno.

O intervalo de tempo entre avistar um sipaio leonino e sentir suas garras é suficiente apenas para dar o seu último suspiro.


Card Pros

Card Advantage: One of the compelling attributes of Seize the Initiative is its capacity to enable a player to scry 1, thus helping to sift through the deck for strategic plays. It’s an excellent tactic for adjusting the upcoming draws to your benefit and ensuring you get the cards you need when you need them.

Resource Acceleration: Seize the Initiative can be quite the surprise element by providing a token that can be used right away or saved for a crucial moment. This sort of quick resource gain can be a game-changer, allowing for more flexibility in your plays or enabling larger spells to be cast sooner than expected.

Instant Speed: The ability to cast Seize the Initiative at instant speed offers a tactical advantage by responding to your opponent’s moves. It can be deployed either during their turn to disrupt their strategy or at the end of their turn to maximize mana usage, setting you up for a strong play on your own turn without sacrificing tempo.


Card Cons

Discard Requirement: One downside of Seize the Initiative is the inherent need to discard another card to capitalize on its effects. For players who might be hand-scrapped or aiming to maintain card advantage, this can pose a strategic setback, potentially disrupting their game plan.

Specific Mana Cost: Seize the Initiative requires both white and blue mana to play. This specificity can be a limiting factor for decks that don’t run on an Azorius mana base, narrowing its versatility across the diverse array of MTG strategies.

Comparatively High Mana Cost: When evaluating card efficiency, the combined mana cost for Seize the Initiative might seem steep to some players, especially when compared to other options within the same mana range that may provide a greater immediate impact or more substantial long-term benefits.


Reasons to Include Seize the Initiative in Your Collection

Versatility: Seize the Initiative slips effortlessly into a wide array of decks. Whether you’re leading a battalion in Limited or defining combat phases in Commander, this card adjusts to numerous playstyles with its capacity to alter combat dynamics on the fly.

Combo Potential: This enabler can be the linchpin in intricate combos, synergizing with cards that thrive on tapping or untapping creatures. It can set off a domino effect that might just tip the scales in your favor during a critical moment.

Meta-Relevance: In an environment where combat tricks reign, Seize the Initiative shines. With nimble play, it turns the tide against creature-heavy decks, potentially neutralizing threats and giving you the upper hand during pivotal turns.


How to beat

Seize the Initiative is a versatile card that can impact a game of Magic: The Gathering significantly, providing both offensive and defensive advantages. This card allows its controller to temporarily boost a creature’s power and toughness, potentially turning the tide of battle in their favor. But how can you effectively navigate against this tactical move? To counter Seize the Initiative, it’s crucial to anticipate the plays. Holding back instant-speed removal or damage spells until your opponent commits to casting it can neutralize the threat. Similarly, utilizing cards that apply hexproof or shroud to your creatures can protect them from being the targets of such combat tricks.

Control strategies that limit the number of creatures your opponent has in play can also diminish the potential impact of Seize the Initiative. Board wipes or creature counterspells preemptively cut the legs out from under it. In essence, while Seize the Initiative can tip the scales briefly, maintaining a strategic mindset with timely removal and defensive spells will help you overcome an opponent’s attempt to seize control of the game.


Cartas similares a Tomar a Iniciativa

Seize the Initiative redefines combat tricks in Magic: The Gathering by offering a fine balance between boosting your creatures and conservation of cards. Standing alongside spells like Giant Growth, which notably provides a more substantial immediate power increase, Seize the Initiative shines instead with its flexibility, allowing you to not only pump a creature but also untap it, enabling surprise blocks or multiple attacks.

Comparatively, we examine Strength of Arms, another card that augments a creature’s power and additionally provides a benefit if you control an Equipment or an Aura. While Strength of Arms could be superior in decks tailored to Equipment and Auras, Seize the Initiative’s untapping flexibility is irreplaceable in others. Another spell in this sphere is Defiant Strike, which, apart from a minor power increase, offers the valuable advantage of drawing a card. Even though it doesn’t affect the creature’s toughness or grant the equivalent untapping feature of Seize the Initiative, card draw in itself can be a game-changer.

Overall, in the realm of combat enhancements, Seize the Initiative holds its ground by offering a dual-purpose tool that can change the tide of battle and is a worthy consideration for any MTG deck looking for nimble yet impactful strategies.

Giant Growth - Carta Magic versões
Strength of Arms - Carta Magic versões
Defiant Strike - Carta Magic versões
Giant Growth - Carta Magic versões
Strength of Arms - Carta Magic versões
Defiant Strike - Carta Magic versões

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Onde comprar

Se você deseja comprar um cartão Tomar a Iniciativa MTG de um conjunto específico como Scars of Mirrodin, há diversas opções confiáveis a serem consideradas. Uma das principais fontes é a loja de jogos local, onde muitas vezes você pode encontrar boosters, cartas individuais e decks pré-construídos de conjuntos atuais e de alguns conjuntos anteriores. Eles geralmente oferecem o benefício adicional de uma comunidade onde você pode negociar com outros jogadores.

Para um inventário mais amplo, especialmente de conjuntos mais antigos, mercados on-line como TCGPlayer, Card Kingdom e Card Market oferecem seleções extensas e permitem que você pesquise cartas de conjuntos específicos. Grandes plataformas de comércio eletrônico, como eBay e Amazon, também têm listagens de vários vendedores, o que pode ser um bom lugar para procurar produtos lacrados e achados raros.

Além disso, o site oficial do Magic geralmente tem um localizador de lojas e listas de varejistas para encontrar a Wizards of the Produtos licenciados pela Costa. Lembre-se de verificar a autenticidade e a condição dos cartões ao comprar, especialmente de vendedores individuais em mercados maiores.

Abaixo está uma lista de alguns sites de lojas onde você pode comprar os Tomar a Iniciativa e outras cartas MTG:

Continue explorando outros produtos selados na Amazon
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Legalidades

Magic the Gathering formats where Tomar a Iniciativa has restrictions

FormatoLegalidade
CommanderVálida
LegacyVálida
PaupercommanderVálida
ModernVálida
OathbreakerVálida
PauperVálida
VintageVálida
DuelVálida
PredhVálida
PennyVálida

Regras e informações

O guia de referência para regras de cartas de Magic: The Gathering Tomar a Iniciativa fornece decisões oficiais, quaisquer erratas emitidas, bem como um registro de todas as modificações funcionais que ocorreram.

Data Texto
2011-01-01 A creature that gains first strike after other creatures with first strike or double strike deal combat damage in the first combat damage step will still deal damage in the second combat damage step.