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Moxonomy

Fae Flight

Enchantment — Aura1 generic manaBlue mana

Aura combat tricks live and die on their flash timing, and this one folds three separate jobs into that instant-speed window: it evades a blocker, it fights removal, and it stitches on permanent evasion once the dust settles. The hexproof clause justifies casting it into open mana at all. Auras have always carried the two-for-one risk, where a single kill spell answers both the aura and the creature it enchants, but stapling an enters-the-battlefield hexproof grant to the front end neutralizes that exchange for the turn: respond to a removal spell by flashing this in, and the target walks out of the crackback untouched while gaining flying and a point of power for the rest of the game. The split between the temporary shield and the permanent buff is the whole design. The hexproof is a one-turn shot, timed to whatever threat is on the stack, while the flying and +1/+0 stay attached, which means the card reads differently depending on when you cast it: proactively before combat it is a pump-and-evade enabler, and reactively on an opponent's removal it is a counterspell that also improves your board. A plain flying aura never asks this question; this one demands the pilot hold up two mana and decide, each turn, which of its two functions the game most needs.

Fae Flight (mkm)
MKM · #56uncommon
Pricing
Normal: $0.24
Foil: $0.35
Oracle Text

Rules text

Flash Enchant creature When this Aura enters, enchanted creature gains hexproof until end of turn. Enchanted creature gets +1/+0 and has flying.
Legalities

Format Status

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