Magia de Voo Carta MTG


Magia de Voo - Adventures in the Forgotten Realms
Custo de mana
Custo convertido de mana1
RaridadeIncomum
TipoEncantamento — Aura
Habilidades Enchant,Venture into the dungeon
Lançamento2021-07-23
Expansão símbolo
Expansão nomeAdventures in the Forgotten Realms
Expansão códigoAFR
Número59
Frame2015
LayoutNormal
BorderPreta
Ilustrado porLie Setiawan

Principais conclusões

  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.

Onde comprar

Se você deseja comprar um cartão Magia de Voo MTG de um conjunto específico como Adventures in the Forgotten Realms, 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 Magia de Voo e outras cartas MTG:

Continue explorando outros produtos selados na Amazon
Veja produtos de MTG

Texto da carta

Encantar criatura A criatura encantada tem voar e "Toda vez que esta criatura causar dano de combate a um jogador, aventure-se na masmorra". (Entre na primeira sala ou prossiga para a próxima.)


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 similares a Magia de Voo

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 versões
Spectral Flight - Carta Magic versões
Leap - Carta Magic versões
Jump - Carta Magic versões
Spectral Flight - Carta Magic versões
Leap - Carta Magic versões

Cartas semelhantes a Magia de Voo por cor, tipo e custo de mana

Flight - Carta Magic versões
Unstable Mutation - Carta Magic versões
Field of Dreams - Carta Magic versões
Dream Coat - Carta Magic versões
Tangle Kelp - Carta Magic versões
Tidal Flats - Carta Magic versões
Flood - Carta Magic versões
Backfire - Carta Magic versões
Mystic Remora - Carta Magic versões
Essence Flare - Carta Magic versões
Cloak of Invisibility - Carta Magic versões
Mana Chains - Carta Magic versões
Telepathy - Carta Magic versões
Veiled Sentry - Carta Magic versões
Air Bladder - Carta Magic versões
Seal of Removal - Carta Magic versões
Shimmering Wings - Carta Magic versões
Aboshan's Desire - Carta Magic versões
Curiosity - Carta Magic versões
Genju of the Falls - Carta Magic versões
Flight - Carta Magic versões
Unstable Mutation - Carta Magic versões
Field of Dreams - Carta Magic versões
Dream Coat - Carta Magic versões
Tangle Kelp - Carta Magic versões
Tidal Flats - Carta Magic versões
Flood - Carta Magic versões
Backfire - Carta Magic versões
Mystic Remora - Carta Magic versões
Essence Flare - Carta Magic versões
Cloak of Invisibility - Carta Magic versões
Mana Chains - Carta Magic versões
Telepathy - Carta Magic versões
Veiled Sentry - Carta Magic versões
Air Bladder - Carta Magic versões
Seal of Removal - Carta Magic versões
Shimmering Wings - Carta Magic versões
Aboshan's Desire - Carta Magic versões
Curiosity - Carta Magic versões
Genju of the Falls - Carta Magic versões

Legalidades

Magic the Gathering formats where Magia de Voo has restrictions

FormatoLegalidade
HistoricbrawlVálida
CommanderVálida
HistoricVálida
LegacyVálida
ModernVálida
OathbreakerVálida
VintageVálida
DuelVálida
ExplorerVálida
GladiatorVálida
PioneerVálida
TimelessVálida

Regras e informações

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

Data 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.