Lutar ou Fugir Carta MTG


Lutar ou Fugir - Invasion
Custo de mana
Custo convertido de mana4
RaridadeRara
Tipo
Lançamento2000-10-02
Expansão símbolo
Expansão nomeInvasion
Expansão códigoINV
Número16
Frame1997
LayoutNormal
BorderPreta
Ilustrado porRandy Gallegos

Principais conclusões

  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.

Onde comprar

Se você deseja comprar um cartão Lutar ou Fugir MTG de um conjunto específico como Invasion, há diversas opções confiáveis a serem consideradas. Uma das principais fontes é a loja de jogos local, onde muitas vezes você pode encontrar boosters, cartas individuais e decks pré-construídos de conjuntos atuais e de alguns conjuntos anteriores. Eles geralmente oferecem o benefício adicional de uma comunidade onde você pode negociar com outros jogadores.

Para um inventário mais amplo, especialmente de conjuntos mais antigos, mercados on-line como TCGPlayer, Card Kingdom e Card Market oferecem seleções extensas e permitem que você pesquise cartas de conjuntos específicos. Grandes plataformas de comércio eletrônico, como eBay e Amazon, também têm listagens de vários vendedores, o que pode ser um bom lugar para procurar produtos lacrados e achados raros.

Além disso, o site oficial do Magic geralmente tem um localizador de lojas e listas de varejistas para encontrar a Wizards of the Produtos licenciados pela Costa. Lembre-se de verificar a autenticidade e a condição dos cartões ao comprar, especialmente de vendedores individuais em mercados maiores.

Abaixo está uma lista de alguns sites de lojas onde você pode comprar os Lutar ou Fugir e outras cartas MTG:

Continue explorando outros produtos selados na Amazon
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Texto da 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 similares a Lutar ou Fugir

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

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Legalidades

Magic the Gathering formats where Lutar ou Fugir has restrictions

FormatoLegalidade
CommanderVálida
LegacyVálida
OathbreakerVálida
PremodernVálida
VintageVálida
DuelVálida
PredhVálida

Regras e informações

O guia de referência para regras de cartas de Magic: The Gathering Lutar ou Fugir fornece decisões oficiais, quaisquer erratas emitidas, bem como um registro de todas as modificações funcionais que ocorreram.

Data 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.”