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Moxonomy

Arcane Flight

Enchantment — AuraBlue mana

One blue mana to put a creature in the air and nudge its stats up a point in both directions. Flying Auras are an old idea, but the design tension has always been the same: an Aura commits two cards to one creature, and if that creature dies in response you lose both. Pricing this at a single mana is the cleanest answer to that tension. The investment is small enough that the two-for-one risk barely stings, and a one-mana spell that turns a ground beater into a clock and a chump-blocker into a permanent answer is doing real work for its cost. The +1/+1 is the quiet part that matters: it pushes the enchanted creature out of common removal-by-damage ranges and turns evasion into reach, letting a modest body close a game it otherwise stalls in. Strip a flying Aura down to its minimum viable rate and this is what remains, and that minimum is exactly where this kind of effect is most defensible: cheap enough that losing to a removal response is a shrug rather than a blowout, effective enough that landing it once tends to end things.

Arcane Flight (dom)
DOM · #43common
Pricing
Normal: $0.12
Foil: $0.86
Oracle Text

Rules text

Enchant creature Enchanted creature gets +1/+1 and has flying.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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