Skip to content
Moxonomy

Vertigo

InstantRed mana

Red has always struggled to touch the air, and this is one of the early designs that handed it a way in without granting a general-purpose burn spell. The targeting clause is the whole balancing mechanism: only a creature with flying is a legal target, so against a ground board the card sits dead in hand. That narrowness is what buys the cheap rate, the same trade every conditional answer makes when it pays in restriction instead of mana. Two damage clears most of the small evasive threats that defined combat at the time, and for the larger fliers that survive, stripping flying until end of turn is the more telling piece of design. That rider turns a removal spell into a combat tool: it can knock an attacker out of the sky so a grounded body trades with it, or pull an evasive blocker down so it cannot intercept the swing back. The damage handles the cheap fliers; the flying-loss clause handles everything the damage cannot kill. It is a narrow card built for a specific structural problem, and the way it answers two different threats in a single instant is what gives it more reach than its limited target pool suggests.

Vertigo (ice)
ICE · #222uncommon
Pricing
Normal: $0.16
Foil:
Oracle Text

Rules text

Vertigo deals 2 damage to target creature with flying. That creature loses flying until end of turn.
Legalities

Format Status

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

Other printings

1 set
Quick navigation
move selectesc close