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Moxonomy

Rune of Flight

Enchantment — Aura Rune1 generic manaBlue mana

Cheap Auras carry a structural liability that has dogged them since the earliest sets: they trade a card for an effect, so any removal aimed at the enchanted creature nets a two-for-one. The cantrip stapled to the front is the fix. By drawing a card the moment it resolves, this settles its own card economy up front, so if the creature it sits on dies later, you have already broken even on paper. What remains is a small evasion grant for two mana, exactly the kind of low-stakes value that survives being blown out. The flexibility clause is the quieter piece of the design: it enchants any permanent and knows what to do whether that permanent is a creature (which gains flying) or an Equipment (whose bearer gains it). The Equipment mode is the wrinkle that lifts it above a plain evasion Aura, letting the flying live on a piece of gear that migrates between bodies rather than dying with a single host. The cycle it belongs to runs on this pattern of a cantrip bolted to a modest evergreen buff; this is the evasion member, a way to push through the last points of damage or lift a blocker off the ground without spending a real card to do it.

Rune of Flight (khm)
KHM · #75uncommon
Pricing
Normal: $0.21
Foil: $0.33
Oracle Text

Rules text

Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has flying. As long as enchanted permanent is an Equipment, it has "Equipped creature has flying."
Legalities

Format Status

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