The 2014 Khans of Tarkir foil version of Rush of Battle (Card #19) is a powerful white sorcery that enhances creature combat effectiveness.
Rush of Battle
2014 • Magic: The Gathering • Khans of Tarkir
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Price History
$0.30
Description
This release features the classic foil treatment, giving the card a shimmering finish that appeals to collectors who value both gameplay utility and aesthetic presentation. As a Common rarity within the KTK set, it serves as a foundational piece for constructing reliable combat boosts without consuming excessive mana resources. In terms of game mechanics, Rush of Battle provides a significant temporary power and toughness boost to creatures you control. More importantly for the Mardu tribe theme, Warrior creatures gain lifelink until the end of the turn. This means that damage dealt by these Warriors also causes their controller to gain life, effectively turning offensive plays into defensive resources. This dual benefit makes it a staple for decks aiming to close out games quickly while stabilizing against counter-attacks. Collectors of Magic: The Gathering often seek out the foil variant of this card for its visual appeal and ease of identification during gameplay. The card was illustrated by Dan Murayama Scott, adding to its distinct identity within the Khans of Tarkir block. For those looking to complete their Khans of Tarkir collection or enhance their Commander and Standard libraries, this card offers both nostalgic value and practical utility.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
The core identity of the card within the set.
Featured Subject
The subject, team, league, and sport context tied to this card.
Featured
Rush of Battle
Game
Magic: The Gathering
TCG Attributes
Rarity, print treatment, and game-specific stats for this card.
Common
Dan Murayama Scott
Card Stock
English
Foil
{3}{W}
Sorcery
W
Card Text
Abilities, attacks, oracle text, and flavor text printed on the card.
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
The Mardu charge reflects the dragon's speed—and its hunger.






