The 1996 Magic: The Gathering Alliances release featuring the Gorilla War Cry card (73a). This red Instant offers unique combat utility for vintage collectors.
Gorilla War Cry
1996 • Magic: The Gathering • Alliances
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Description
The Gorilla War Cry card, numbered 73a in the 1996 Magic: The Gathering Alliances expansion, remains a recognizable piece of vintage TCG history. As a common red Instant, it provides specific tactical options during the combat phase, allowing players to apply pressure before blockers are declared. The card’s ability grants menace to all creatures until the end of the turn and includes a card draw effect during the next upkeep, making it a versatile tool for aggressive strategies. Collectors often seek out Alliances era cards to complete their vintage library or to appreciate the design evolution of early Magic: The Gathering sets. The Gorilla War Cry card is particularly noted for its strategic depth, offering both immediate board impact and resource advantage. For investors and hobbyists, this card represents a tangible connection to the mid-90s boom of the trading card game industry. Whether you are looking to enhance your vintage portfolio or complete a specific set, the Gorilla War Cry card stands as a fundamental component of the Alliances subset. Its straightforward mechanics and iconic status make it a staple for those who appreciate the foundational rules of the game. When evaluating this product, collectors should consider its role in the broader context of the Alliances expansion. The card’s rarity as a common does not diminish its value to completists who aim to own every print from the set. By focusing on the card’s identity and historical significance, you can better understand its place in the Magic: The Gathering canon.
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Card Details
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Catalog Profile
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Featured Subject
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Featured
Gorilla War Cry
Game
Magic: The Gathering
TCG Attributes
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Common
Bryon Wackwitz
Card Stock
English
{1}{R}
Instant
R
Card Text
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Cast this spell only during combat before blockers are declared. All creatures gain menace until end of turn. (They can't be blocked except by two or more creatures.) Draw a card at the beginning of the next turn's upkeep.
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