Vuelo Carta MTG


Vuelo - Adventures in the Forgotten Realms
El coste de maná
Costo de maná convertido1
RarezaPoco común
TipoEncantamiento — Aura
Habilidades Enchant,Venture into the dungeon
Liberado2021-07-23
Coleccione símbolo
Coleccione nombreAdventures in the Forgotten Realms
Coleccione códigoAFR
Número59
Frame2015
DisposiciónNormal
BorderNegra
Ilustrado porLie Setiawan

Conclusiones clave

  1. Fly cards provide creatures with evasion, aiding in maintaining card advantage by avoiding blockers.
  2. They allow rapid play with instant speed and resource acceleration, yet require careful hand management.
  3. Fly spells may demand specific mana types and have a higher cost compared to similar effects.

Donde comprar

Si estás buscando comprar una carta MTG Vuelo de un coleccione específico como Adventures in the Forgotten Realms, 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 Vuelo y otras cartas MTG:

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Texto de la carta

Encantar criatura. La criatura encantada tiene la habilidad de volar y "Siempre que esta criatura haga daño de combate a un jugador, adéntrate en la mazmorra". (Entra en la primera sala o avanza a la siguiente.)


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.


Cartas como Vuelo

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.

Jump - Carta Magic versiones
Spectral Flight - Carta Magic versiones
Leap - Carta Magic versiones
Jump - Carta Magic versiones
Spectral Flight - Carta Magic versiones
Leap - Carta Magic versiones

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Mystic Remora - Carta Magic versiones
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Cloak of Invisibility - Carta Magic versiones
Mana Chains - Carta Magic versiones
Telepathy - Carta Magic versiones
Veiled Sentry - Carta Magic versiones
Air Bladder - Carta Magic versiones
Seal of Removal - Carta Magic versiones
Shimmering Wings - Carta Magic versiones
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Legalidades

Formatos de Magic the Gathering donde Vuelo tiene restricciones

FormatoLegalidad
HistoricbrawlLegal
CommanderLegal
HistoricLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
ExplorerLegal
GladiatorLegal
PioneerLegal
TimelessLegal

Reglas e información

La guía de referencia para las reglas de las cartas Vuelo 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
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.