Aerial Maneuver

Aerial Maneuver


Target creature gets +1/+1 and gains flying and first strike until end of turn.

Browse Alters View at Gatherer

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Set Rarity
Gatecrash (GTC) Common

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Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
2019-10-04 Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Aerial Maneuver Discussion

jconeil1988 on Mono White Azorius?

7 months ago

another note, you may have meant to use Aerial Maneuver

CapitalistVirus253 on Mono White Angel

2 years ago

I would recommend taking out Archangel, 7 for a 5/5 with flying and vigilance just isn't good. Also, Aerial Maneuver doesn't really seem necessary since all of your main hitters already have flying. As far as removal goes, Angelic Edict is not good at all, if you want enchantment exile, Revoke Existence is better, and if you want creature exile then cards like Path to Exile or Swords to Plowshares are way better. If you're trying to go more budget, you could also use Unmake. Hope this helps!

DemonDragonJ on Khalim, Master of Many

3 years ago

Some time ago, I had an idea to make cards that became more powerful if a player controlled a certain permanent, so I spent time refining that idea, and I produced a legendary creature who has several signature spells, which are acceptable on their own, but become much more powerful if their creator is present (symbolizing from a flavor perspective that the creator can cast their own spells much more effectively than can another mage).

The creator of this spells is mage named Khalim, who became bored of studying only one form of magic and traveled far and wide to learn many different styles of magic, eventually devising his own signature spells. I have not developed a more detailed backstory for Khalim than that, but I do not need to do so, at the present time. Due to his many years of studying, Khalim has devised a spell of each color, and they are as follows:

Khalim's Anger Show

This card takes inspiration from Urza's Rage, Sizzle, and Pyroclasm, dealing a greater amount of damage, which becomes unpreventable, if Khalim is present.

Khalim's Might Show

Without Kahlim, this card is strictly worse than Overrun, although I did make its casting cost less strict to balance that. However, with Khalim, it becomes strictly better than overrun. I know that menace is usually associated with black and red creatures, but I believe that it makes sense from a flavor perspective in this case, especially considering that Bellowing Tanglewurm gives green creatures intimidate.

Khalim's Spite Show

This card is modeled after Wit's End, but with both a lower, albeit stricter, mana cost, as well as additional effects, since I believe that that card is simply too expensive for too little of an effect.

Khalim's Valor Show

This card is intended to be a combat trick, akin to Aerial Maneuver, Call to Glory, Glorious Charge, Guardians' Pledge, Mighty Leap, Break of Day, Inspired Charge, Sanctified Charge, Show of Valor, Hold the Line, and so forth. Should there be an "untap all creatures that you control" clause, so that it can be used defensively as well as offensively?

Khalim's Will Show

Without Khalim, this card is exactly the same as Cancel, one of the worst counterspells in the game, but, with Khalim, it is better than Dismiss; with that being said, should I reduce the number of cards drawn to a specific number, such as one or two?

After seeing these cards, I imagine that the anticipation for Khalim himself must be very high, so, without further ado, here he is, in all of his glory:

Khalim, Master of Many Show

Khalim himself can find one of his own spells, so he naturally has great synergy with them. His having hexproof and prowess are indicators of his immense magical skill, but I knew that I would need to keep his power and toughness low to balance those abilities. His "draw and discard" ability represents his ability to find a new solution by abandoning a previous one.

What does everyone think about these cards? How well did I do with them? Do you have any suggestions for them?

ProStein1011 on

3 years ago

Interesting take on revolt! Almost feels more like a blink deck than anything, but thats just as much a point to the mechanic. I agree with adding Eldrazi Displacer for consistent triggers, and I think Long Road Home might be what to remove for it. Aerial Maneuvers draws and Eerie Interlude causes multiple revolt abilities. If something is too big, removal seems like the best call instead of making your own creatures larger. Apart from that, I think you could play one more Hope of Ghirapur for less creature based strategies. Thanks for the review on my revolt deck too!

Indexxical on

3 years ago

Aerial Maneuver unfortunately isn't standard anymore, but it is a card I really do like. I appreciate the upvote!

divinagon on

3 years ago

Neat deck. I would consider running Aerial Maneuver over the Alley Evasion along with figuring out some way to still be a player in the late game. I still think's a good deck, so +1

mfoltyn on Fury

4 years ago

Replace Concussive Bolt with another white spell, e.g., Aerial Maneuver.

Also, Cranial Plating in place of O-Naginata