Fly MTG Card
Mana cost | |
Converted mana cost | 1 |
Rarity | Uncommon |
Type | Enchantment — Aura |
Abilities | Enchant,Venture into the dungeon |
Released | 2021-07-23 |
Set symbol | |
Set name | Adventures in the Forgotten Realms |
Set code | AFR |
Number | 59 |
Frame | 2015 |
Layout | Normal |
Border | Black |
Illustred by | Lie Setiawan |
Text of card
Enchant creature Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
Cards like Fly
Fly is an inviting card for MTG enthusiasts who relish the power of granting their creatures flight. This enchantment echoes traits found in other flying enablers like Jump, which also provides a quick burst of aerial capability. Yet, Fly comes with the added boon of staying on the field, continually offering one of your units the ability to soar above blockers, whereas Jump is a fleeting effect, only lasting for a turn.
A closer comparison can be drawn with the enchantment Spectral Flight. While both cards grant a creature flying, Spectral Flight offers an additional power and toughness boost. However, this comes at an increased mana cost compared to Fly’s lightweight investment. Another peer is Leap, an instant that not only grants flying until end of turn but also allows the player to draw a card, increasing its overall value for the cost despite its temporary nature.
When evaluating Fly alongside its counterparts, its enduring effect gives it a distinct niche, particularly in strategies focusing on long-term aerial domination. Its economical casting cost makes it a tactical choice for players who aim to maintain a steady control of the skies throughout their game in MTG.
Cards similar to Fly by color, type and mana cost
Card Pros
Card Advantage: Playing a Fly MTG card can dramatically increase card advantage by giving evasive capabilities to your creatures, enabling them to often bypass blockers and keep your hand stocked with resources.
Resource Acceleration: Some Fly MTG cards allow for tapping and untapping of permanents which can lead to resource acceleration, letting you harness more mana and play additional spells or creatures within a single turn. This can significantly speed up your gameplay.
Instant Speed: The ability to cast Fly MTG cards at instant speed offers the strategic advantage of unpredictable play. You can surprise opponents during combat, potentially altering the outcome of battles or disrupting your opponent’s strategy at a moment’s notice.
Card Cons
Discard Requirement: In decks that revolve around Fly, players often face the challenge of balancing their hand since casting this spell could entail discarding other valuable cards. This forced discard can hinder a player’s strategy, especially when the hand contains pivotal cards for upcoming plays.
Specific Mana Cost: Fly spells typically require a particular blend of mana to cast, which could be taxing for multicolored or color-intensive decks. Having to allocate resources specifically for one color could disrupt the deck’s overall mana curve and reduce flexibility during gameplay.
Comparatively High Mana Cost: The mana investment for Fly might be steep when considering the competitive landscape of MTG spells with similar effects. As players evaluate their options, the mana cost of Fly could be a deterrent, opting instead for spells that provide similar benefits at a lower cost, potentially leading to more efficient mana utilization turn by turn.
Reasons to Include Fly MTG Card in Your Collection
Versatility: Fly can easily adapt to various deck archetypes, granting any creature the power of flight, which can be crucial for evading blockers or activating air-based synergies.
Combo Potential: Pair Fly with cards that capitalize on attacking with flying creatures or that receive bonuses for the number of creatures with flying you control, opening up avenues for potent combinations.
Meta-Relevance: In a meta swarming with ground-pounders, granting your units flying can easily turn the tides, offering evasion in creature-heavy matchups and turning ordinary creatures into significant aerial threats.
How to beat
Fly is a versatile enchantment spell in Magic: The Gathering that provides smaller creatures with the ability to evade blockers by granting them flying. This can be a significant tactical advantage, similar to the lift that cards like Jump or Leap give, but with the added benefit of being a permanent alteration as long as Fly remains on the battlefield. Facing creatures equipped with Fly can prove challenging for decks that lack reach or flying creatures of their own.
One effective strategy to counter cards like Fly is to include removal spells or creatures with flying or reach in your deck. Utilizing instant speed removals, such as Murder or Path to Exile, allows you to address the threat immediately, rendering Fly’s advantage null. Alternatively, creatures with reach can provide a steady defense against flying attackers, reminiscent of how cards like Giant Spider have served as traditional counters to flying since the early days of the game.
Ultimately, while the tactical elevation that Fly provides should not be underestimated, a well-considered deck that includes versatile responses can navigate against such airborne strategies, preserving your battlefield position and maintaining control of the skies.
BurnMana Recommendations
Understanding the ins and outs of Fly in the MTG landscape can be a game-changer, giving creatures the crucial ability to skirt past ground defenses. With the information provided, you’re now equipped with knowledge about its advantages, drawbacks, and synergies. Tapping into the full potential of Fly means grappling with strategic plays and knowing when to deploy this spell for maximum impact. If you want to continue refining your tactical edge and take your gameplay to new heights, delve deeper with us. Join our community where we analyze, discuss, and strategize the best uses for Fly and other game-changing cards, helping you construct a deck that not only competes but dominates the skies.
Where to buy
If you're looking to purchase Fly MTG card by a specific set like Adventures in the Forgotten Realms, 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 Fly and other MTG cards:
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- eBay
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
See MTG Products
Legalities
Magic the Gathering formats where Fly has restrictions
Format | Legality |
---|---|
Historicbrawl | Legal |
Commander | Legal |
Historic | Legal |
Legacy | Legal |
Modern | Legal |
Oathbreaker | Legal |
Vintage | Legal |
Duel | Legal |
Explorer | Legal |
Gladiator | Legal |
Pioneer | Legal |
Timeless | Legal |
Rules and information
The reference guide for Magic: The Gathering Fly card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.
Date | Text |
---|---|
2021-07-23 | A player may only have one dungeon in the command zone at a time. |
2021-07-23 | Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered. |
2021-07-23 | Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon. |
2021-07-23 | Dungeons are removed from the game as a state-based action. |
2021-07-23 | If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one. |
2021-07-23 | Moving into a dungeon room will cause its room ability to trigger. |
2021-07-23 | Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game. |
2021-07-23 | The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game. |
2021-07-23 | To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room. |
2021-07-23 | You can only move forward (well, downward) in a dungeon, never backwards or sideways. |