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Moxonomy

Reach for the Sky

Enchantment — Aura3 generic manaGreen mana

Flash is what turns a strictly-worse Aura into a combat trick. Green auras have always fought the same losing battle: they cost a card up front, and the moment your creature dies to a removal spell after it resolves, you have lost two cards to their one. This one answers that math. The flash timing lets it ambush an attacker or blow out a block at instant speed, buying the +3/+2 and reach exactly when the surprise matters most; the draw trigger on being put into a graveyard from the battlefield means that even when the enchanted creature does die, the Aura replaces itself. That is the design move worth noting: green pump auras that draw on death have historically been rarer and clunkier, and pairing that insurance with flash converts the card from a liability into something closer to a two-for-nothing. The reach clause is not incidental either, since instant-speed access lets it retroactively give a ground creature the ability to block a flier that has already been declared as an attacker. The rate is deliberately modest so the flexibility carries the card rather than the stats.

Reach for the Sky (otj)
OTJ · #178common
Pricing
Normal: $0.11
Foil: $0.11
Oracle Text

Rules text

Flash Enchant creature Enchanted creature gets +3/+2 and has reach. When this Aura is put into a graveyard from the battlefield, draw a card.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
N/A
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