Critical Hit – D&D: Adventures in the Forgotten Realms
Date Reviewed: August 31, 2021
Commander [EDH]: 3.00
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
An instant that grants double strike is not a bad card by any means, but that might not be enough by itself to be included in most decks. If you’re looking at Critical Hit, you’re probably adding a bunch of dice-rolling cards too, and sooner or later the numbers will inevitably turn in your favor and get it back from your graveyard. You might even be able to pull it off during combat, with another instant or some such, and turn the “normal” double strike blowout into a ridiculous multi-opponent-killing blowout. It might thus do best in settings friendly to dice-rolling – Forgotten Realms draft, casual with Unstable, and such – but for those settings, it’s in a very good place indeed.
A single-shot of double strike can be subtly powerful in the right scenarios, since doing combat damage twice can often make for some spectacles with on-damage effects (and can let you muscle past creatures you shouldn’t naturally beat in combat). On its own, Critical Hit is serviceable, albeit nothing terribly special, and it’s more or less right at the accepted rate for an instant to grant the ability. The “critical hit” part of rolling a natural 20 is certainly improbable, and the card should not be evaluated on those axes, but a 5% chance to get it back any time you roll a dice is fine enough upside in decks that get the dice rolling aplenty.
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