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Jump Scare

InstantWhite mana

The cleverest thing here is the type-line rider, which reframes a one-mana pump into an on-demand synergy enabler. The +2/+2 and flying are the visible combat trick, good for shoving a blocker over a body or lifting a creature past a ground stall to close at flash speed. But the clause that turns the target into a Horror enchantment creature is what a deckbuilder reads twice. In a shell that cares about Horrors (or about enchantment count, or about triggers keyed to either), this stitches an arbitrary creature into a synergy web it was never printed for, and it does so at instant speed for a single white mana. That flexibility is the design tension: it plays as a plain combat trick in a deck that ignores the typing entirely, and as a synergy piece in a deck that leans on it, without forcing you to commit to one reading before you cast it. The typing wears off at end of turn, which is the leash on the conversion: you get one turn's worth of Horror-and-enchantment status, so any payoff it enables has to fire inside that same window rather than sticking around as a permanent tribal patch. That combination (a serviceable pump trick doubling as a one-shot type-changer) is a compact expression of white's habit of stapling a hidden hook onto an otherwise plain instant.

Jump Scare (dsk)
DSK · #17common
Pricing
Normal: $0.12
Foil: $0.18
Oracle Text

Rules text

Until end of turn, target creature gets +2/+2, gains flying, and becomes a Horror enchantment creature in addition to its other types.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
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
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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