Pelear o Huir Carta MTG


Pelear o Huir - Invasion
El coste de maná
Costo de maná convertido4
RarezaExtraña
Tipo
Liberado2000-10-02
Coleccione símbolo
Coleccione nombreInvasion
Coleccione códigoINV
Número16
Frame1997
DisposiciónNormal
BorderNegra
Ilustrado porRandy Gallegos

Conclusiones clave

  1. Can influence enemy attacks, giving players a clear tactical advantage in battles.
  2. Requires strategic hand management due to its discard activation cost.
  3. Has potential for powerful synergies in creature-heavy metagames.

Donde comprar

Si estás buscando comprar una carta MTG Pelear o Huir de un coleccione específico como Invasion, existen varias opciones confiables que debes considerar. Una de las fuentes principales es tu tienda de juegos local, donde a menudo puedes encontrar paquetes de refuerzo, cartas individuales y mazos preconstruidos de colecciones actuales y pasadas. A menudo ofrecen el beneficio adicional de una comunidad donde puedes intercambiar con otros jugadores.

Para un inventario más amplio, particularmente de colecciones más antiguos, mercados en línea como TCGPlayer, Card Kingdom y Card Market ofrecen amplias selecciones y te permiten buscar cartas de colecciones específicos. Las plataformas de comercio electrónico más grandes como eBay y Amazon también tienen listados de varios vendedores, lo que puede ser un buen lugar para buscar productos sellados y hallazgos raros.

Además, el sitio oficial de Magic suele tener un localizador de tiendas y listas de minoristas para encontrar Wizards of the Productos con licencia costera. Recuerde comprobar la autenticidad y el estado de las cartas al comprarlas, especialmente a vendedores individuales en mercados más grandes.

A continuación se muestra una lista de algunos sitios web de tiendas donde puede comprar las Pelear o Huir y otras cartas MTG:

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Texto de la carta

At the beginning of each opponent's combat phase, separate all creatures that player controls into two face-up piles. Only creatures in the pile of his or her choice may attack this turn.


Card Pros

Card Advantage: Fight or Flight is notable for selectively offering card advantage during game play. When used wisely, this enchantment can cause an opponent to divide their creatures into two distinct piles, enabling you to choose the most beneficial outcome for your strategy on each turn.

Resource Acceleration: While not directly providing mana or tokens, Fight or Flight can effectively function as a resource accelerator by manipulating combat scenarios to your advantage. This may lead to a favorable board state where your resources can be dedicated to more impactful plays.

Instant Speed: This enchantment’s ability doesn’t have “instant speed,” but it complicates your opponent’s combat decisions every turn. By forcing them to commit to decisions during the upkeep phase, you gain precious reaction time to respond with instant speed spells or abilities, effectively tilting the pace of the match in your favor.


Card Cons

Discard Requirement: One of the notable drawbacks of Fight or Flight is the necessity to discard another card. This can put players at a disadvantage, particularly during the crucial late game stages where card advantage can determine the outcome of a match. Losing an essential card from your hand is a steep price to pay for activating this effect.

Specific Mana Cost: Fight or Flight requires a combination of white and other mana to cast. This specificity narrows down its compatibility, making it primarily viable in white-focused or two-color decks where white plays a major role. Decks that don’t have the adequate mana support may find this card to be a dead draw.

Comparatively High Mana Cost: At a cost of four mana, including one white, Fight or Flight is considered to have a relatively high mana investment for its effect. Players might find that their mana could be utilized more efficiently on other cards that can either advance their board state significantly or disrupt their opponents more effectively within the same or lower mana cost bracket.


Reasons to Include Fight or Flight in Your Collection

Versatility: Fight or Flight brings a unique tactical edge to your deck. Its ability to influence combat decisions makes it a suitable card for control decks or those that require detailed board state manipulation.

Combo Potential: This enchantment can synergize with cards that reward you for the number of attacking creatures your opponents control, thereby opening up combo possibilities with cards that thrive on opponent actions.

Meta-Relevance: In a meta where creatures and combat dictate the pace of the game, Fight or Flight can disrupt your opponent’s plans by complicating their attack strategies, potentially giving you the upper hand in key matches.


How to beat

Fight or Flight is an intriguing enchantment that manipulates combat phases in Magic: The Gathering. It presents a unique dynamic, allowing the controller to divide an opponent’s attacking creatures into two groups, with the opponent only able to attack with one. When facing Fight or Flight, a key strategy is to maintain a diverse range of creatures in terms of size and abilities. A balanced creature base ensures that, regardless of how the creatures are divided, your attack force remains potent.

An effective way to counter Fight or Flight’s impact is by utilizing instant-speed removal or combat tricks. This adaptability allows players to react post-division, potentially eliminating the advantages your opponent gained. Additionally, maintaining card advantage and a formidable board presence will further diminish Fight or Flight’s controlling effect on the game.

Ultimately, while Fight or Flight can dictate the pacing and outcome of conflicts, being prepared with flexible creature choices and responsive plays can consistently overcome the challenges posed by this unique card, preserving one’s combat effectiveness.


Cartas como Pelear o Huir

Fight or Flight is a unique enchantment in Magic: The Gathering, often positioned next to other tactical spells like Evacuation or Rout when considering board control strategies. This card presents a dilemma to opponents, splitting their forces and potentially leaving them vulnerable. In contrast, Evacuation clears the battlefield by returning all creatures to owners’ hands, offering a more definitive reset without an element of choice. Rout presents a similar sweeping effect, albeit at sorcery speed or with a higher cost for instant timing.

Looking at Prison Term, another comparative card, we can see that, while it lacks the mass-impact potential of Fight or Flight, it offers a more targeted approach by locking down a single threat continuously, even transferring to new creatures that enter the battlefield. Meanwhile, the enchantment Luminarch Ascension builds an advantage over time rather than impacting the board immediately, generating Angel tokens for a defensive strategy that pivots to offense.

Ultimately, Fight or Flight invites a psychological element to the game, forcing opponents to make challenging decisions, which is a stark contrast to the immediate but straightforward outcomes of its counterparts. It stands out in its ability to influence the adversary’s tactics and potentially alter the course of the game.

Evacuation - Carta Magic versiones
Rout - Carta Magic versiones
Prison Term - Carta Magic versiones
Luminarch Ascension - Carta Magic versiones
Evacuation - Carta Magic versiones
Rout - Carta Magic versiones
Prison Term - Carta Magic versiones
Luminarch Ascension - Carta Magic versiones

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Legalidades

Formatos de Magic the Gathering donde Pelear o Huir tiene restricciones

FormatoLegalidad
CommanderLegal
LegacyLegal
OathbreakerLegal
PremodernLegal
VintageLegal
DuelLegal
PredhLegal

Reglas e información

La guía de referencia para las reglas de las cartas Pelear o Huir de Magic: The Gathering proporciona las reglas oficiales, las erratas emitidas, así como un registro de todas las modificaciones funcionales que se han producido.

Fecha Texto
2008-08-01 Creatures which enter the battlefield (or cards which become creatures) after the beginning of combat ability resolves are not placed in either pile. Since they weren’t in the chosen pile, they won’t be able to attack.
2008-08-01 If you have two of these, then you will separate the creatures into piles twice, and the opponent will choose a pile each time. Only creatures that were in both of the chosen piles can attack.
2008-08-01 The effect is best understood if you read it as “creatures not in the chosen pile can’t attack.”