Jump MTG Card


Jump provides both card advantage and surprise flying, crucial for dynamic combat and board control. Instant speed allows for flexibility and informed in-game decisions, enhancing Jump’s utility. Although mana-specific and potentially costly, Jump’s strategic benefits can outweigh its downsides.
Card setsReleased in 14 setsSee all
Mana cost
Converted mana cost1
RarityCommon
TypeInstant

Text of card

Target creature is a flying creature until end of turn.


Cards like Jump

Jump, while unique in its own right, shares the skies with a few Magic: The Gathering cards in the realm of creature enhancement. This card gives a creature flying until the end of turn—an ability that echoes the function of Leap, which not only bestows flying but also allows you to draw a card. However, Jump has a lower mana cost, making it a nimble option in a pinch.

Comparatively, we have Wings of Hubris, an equipment that grants not just flying, but also a potential one-time sacrifice to make a creature unblockable this turn. It isn’t as mana-efficient as Jump since Wings of Hubris requires an initial investment to cast and an activation cost to equip. Also, Flight is another classic card that gives one creature permanent flying ability. The difference lies in Jump’s flexibility to be used as a surprise element during combat or at the end of an opponent’s turn.

When evaluating similar cards, Jump’s instant speed and cost efficiency are standout features for players looking to temporarily elevate their creatures beyond ground-based threats. Its tactical advantage in aerial combat situations makes it a card worth considering in decks that aim to outmaneuver opponents with swift, flying creatures.

Leap - MTG Card versions
Wings of Hubris - MTG Card versions
Flight - MTG Card versions
Leap - MTG Card versions
Wings of Hubris - MTG Card versions
Flight - MTG Card versions

Cards similar to Jump by color, type and mana cost

Ancestral Recall - MTG Card versions
Sleight of Mind - MTG Card versions
Twiddle - MTG Card versions
Unsummon - MTG Card versions
Siren's Call - MTG Card versions
Power Sink - MTG Card versions
Blue Elemental Blast - MTG Card versions
Spell Blast - MTG Card versions
Magical Hack - MTG Card versions
Riptide - MTG Card versions
Winter's Chill - MTG Card versions
Mind Bend - MTG Card versions
Denied! - MTG Card versions
Hydroblast - MTG Card versions
Whispers of the Muse - MTG Card versions
Ertai's Trickery - MTG Card versions
Force Spike - MTG Card versions
Opt - MTG Card versions
Envelop - MTG Card versions
Brainstorm - MTG Card versions
Ancestral Recall - MTG Card versions
Sleight of Mind - MTG Card versions
Twiddle - MTG Card versions
Unsummon - MTG Card versions
Siren's Call - MTG Card versions
Power Sink - MTG Card versions
Blue Elemental Blast - MTG Card versions
Spell Blast - MTG Card versions
Magical Hack - MTG Card versions
Riptide - MTG Card versions
Winter's Chill - MTG Card versions
Mind Bend - MTG Card versions
Denied! - MTG Card versions
Hydroblast - MTG Card versions
Whispers of the Muse - MTG Card versions
Ertai's Trickery - MTG Card versions
Force Spike - MTG Card versions
Opt - MTG Card versions
Envelop - MTG Card versions
Brainstorm - MTG Card versions

Card Pros

Card Advantage: With Jump, you can give a creature flying until end of turn while also drawing a card. This allows for a strategic edge by improving board presence and hand size simultaneously.

Resource Acceleration: Not applicable for Jump specifically as it does not generate resources or mana. However, the card draw provided can indirectly lead to acceleration by drawing into more mana sources or ramp spells.

Instant Speed: As an instant, Jump can be cast in response to combat or at the end of your opponent’s turn, maintaining versatility and surprise. This flexibility lets you make decisions with the most up-to-date information, potentially saving your creature or sneaking in for unexpected damage.


Card Cons

Discard Requirement: The Jump card necessitates the potential downside of discarding another card from your hand. This can be particularly detrimental if your card pool is running low, leaving you in a compromised position as you part with valuable assets that could influence later stages of the game.

Specific Mana Cost: With its requirement for blue mana, Jump can be restrictive for multi-colored decks that may struggle to produce the necessary mana type. This limitation makes it less flexible, thereby hindering its inclusion in various deck archetypes where mana sources are more diversified.

Comparatively High Mana Cost: When considering the mana investment for Jump, it’s evident that the card carries a relatively steep cost for its singular effect of granting flying to a creature until end of turn. In a format where efficiency is key, this may lead to players preferring alternative cards that provide more value or versatility for the same or lesser mana expenditure.


Reasons to Include in Your Collection

Versatility: The Jump card allows for sudden maneuverability in the game, enabling creatures to get an unexpected boost and evade blockers or enabling surprise blocks. This agility makes it a staple for decks that prioritize agility and tactical play.

Combo Potential: Jump has synergies with strategies that benefit from instant-speed interactions. It can turn a seemingly harmless board state into a lethal one or combine with effects that trigger upon creatures flying to generate value or control.

Meta-Relevance: Particularly in environments where flying creatures dominate or where combat tricks can turn the tide of battle, Jump holds significance. It’s a classic tool in the player’s arsenal for adapting to various meta trends and taking opponents by surprise.


How to Beat

The Jump MTG card can throw a curveball at opponents, offering a surprise boost in a creature’s abilities. It grants a creature not only flying until the end of turn but also an unexpected evasion over ground-bound blockers. To effectively neutralize this strategic advantage, the key is preparedness and flexibility in your own defense strategy.

Consider incorporating cards that thwart flying creatures or those that can provide defensive reach. Counterspells are also a solid choice, as they can intercept and negate the Jump spell before its effects ever come into play. Furthermore, cards that strip the opponent of flying capabilities or remove enchantments can dismantle the temporary aerial threat. By having these answers in your deck, you can prevent the Jump card from tipping the scales in your opponent’s favor and maintain a strong, adaptive stance in your game.

Maintaining cards in hand that respond to an opponent’s combat tricks can turn the tide to your favor. Stay vigilant, keep control over the board, and you can mitigate the dramatic effects of a well-timed Jump, ensuring your strategic position remains strong against such fleet-footed maneuvers.


Where to buy

If you're looking to purchase Jump MTG card by a specific set like Limited Edition Alpha and Limited Edition Beta, 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 Jump and other MTG cards:

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Printings

The Jump Magic the Gathering card was released in 13 different sets between 1993-08-05 and 2022-11-28. Illustrated by 2 different artists.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
11993-08-05Limited Edition AlphaLEA 601993NormalBlackMark Poole
21993-10-04Limited Edition BetaLEB 611993NormalBlackMark Poole
31993-12-01Unlimited Edition2ED 611993NormalWhiteMark Poole
41993-12-10Collectors' EditionCED 611993NormalBlackMark Poole
51993-12-10Intl. Collectors' EditionCEI 611993NormalBlackMark Poole
61994-04-01Revised Edition3ED 621993NormalWhiteMark Poole
71994-04-01Foreign Black BorderFBB 621993NormalBlackMark Poole
81994-06-21Summer Magic / EdgarSUM 621993NormalWhiteMark Poole
91995-04-01Fourth Edition4ED 791993NormalWhiteMark Poole
101995-04-01Fourth Edition Foreign Black Border4BB 791993NormalBlackMark Poole
112009-07-17Magic 2010M10 592003NormalBlackEric Deschamps
122020-09-26The ListPLST M10-592003NormalBlackEric Deschamps
132022-11-2830th Anniversary Edition30A 602015NormalBlackMark Poole
142022-11-2830th Anniversary Edition30A 3571997NormalBlackMark Poole

Legalities

Magic the Gathering formats where Jump has restrictions

FormatLegality
OldschoolLegal
CommanderLegal
LegacyLegal
PaupercommanderLegal
ModernLegal
OathbreakerLegal
PauperLegal
PremodernLegal
VintageLegal
DuelLegal
PredhLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Jump card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2009-10-01 To work as an evasion ability, an attacking creature must already have flying when the declare blockers step begins. Once a creature has become blocked, giving it flying won’t change that.