Instant
Creatures your opponents control lose flying until end of turn if was spent to cast this spell, and creatures you control gain flying until end of turn if was spent to cast this spell. (Do both if was spent.)
Legendary Artifact
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
Creature — Sliver (1/1)
Sliver creatures you control have flying and haste.
Artifact Creature — Construct (4/4)
Flying
Other artifact creatures you control have flying.
When Cyberdrive Awakener enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.
Legendary Creature — Merfolk Artificer (2/4)
: Add . Spend this mana only to cast artifact spells or activate abilities of artifacts.
Equipped creatures you control have flying and haste.
Creature — Human Wizard Ally (2/3)
When Halimar Tidecaller enters, you may return target card with awaken from your graveyard to your hand.
Land creatures you control have flying.
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."
Creature — Elemental (3/5)
Flying
Multicolored creatures you control have flying.
Enchantment Creature — Bird Glimmer (4/5)
Flying
Other enchantment creatures you control have flying.
Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player.
Creature — Human Wizard // Legendary Creature — Human Wizard (1/1)
When Student of Elements has flying, flip it.
Tobita, Master of Winds
Creatures you control have flying.
Legendary Creature — Merfolk Druid (3/3)
Land creatures you control have flying.
Whenever a land you control enters, if you control seven or more lands, up to one target land you control becomes a 3/3 Elemental creature with haste. It's still a land.
Creature — Porcupine Performer (2/3)
Flying
Whenever you cast an alliterative spell, scry 2. (Anything with two or more capitalized words in its name that begin with the same letter is alliterative.)
Other alliterative creatures you control have flying.
Creature — Phyrexian Human Artificer (1/1)
When Wing Splicer enters, create a 3/3 colorless Phyrexian Golem artifact creature token.
Golem creatures you control have flying.
Creature — Incarnation (2/2)
Flying
As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
Creature — Human Artificer (4/4)
Artifact creatures you control have flying.
At the beginning of combat on your turn, you may have target noncreature artifact you control become a 0/0 artifact creature. If you do, put four +1/+1 counters on it.
Creature — Merfolk Wizard Ally (2/3)
Whenever Seascape Aerialist or another Ally you control enters, you may have Ally creatures you control gain flying until end of turn.
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