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Moxonomy

Wing It

Instant1 generic manaWhite mana

Most combat tricks buy a single turn: the buff wears off, the creature stays on the ground, and you've spent a card for one point of tempo. The flying counter is what changes the accounting here. The +2/+2 does the immediate work of winning a block or pushing damage, but the evasion sticks around after the turn ends, so a ground creature that was trading into a stalled board is now a permanent clock over the top of it. That transforms the card from a one-shot into a small investment in a creature's long-term relevance, which matters most on a body that already carries other value: a lord, a creature with an attack trigger, anything that wants to connect repeatedly. The scry is the piece that keeps the exchange from feeling like a bad rate, smoothing the draw when you cast it proactively rather than as a reaction. What holds the design in check is the same thing every white pump instant lives with: cast it as a reactive trick and a removal spell in response leaves you down two cards, buff and creature both gone. The flying counter can't be recouped once the target dies. It rewards deploying into an unthreatened board and gambling that the extra reach outweighs the risk, rather than holding it up as insurance.

Wing It (mh3)
MH3 · #48common
Pricing
Normal: $0.13
Foil: $0.15
Oracle Text

Rules text

Target creature gets +2/+2 until end of turn. Put a flying counter on it. Scry 1.
Legalities

Format Status

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