Arcane Flight

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Common

Combos Browse all

Arcane Flight

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has flying.

Arcane Flight Discussion

Joe_Ken_ on Mono-Blue Horsemanship Infect in need ...

1 week ago

Maybe get some stuff to make your infect creatures land their hits easier. Stuff in blue like Levitation and Archetype of Imagination and Akroma's Memorial will give them all flying so that can help deal that fatal infect hit later in the game and if you do run it then maybe Favorable Winds could be another addition. Other stuff that could be good would be Spectral Flight and Arcane Flight that give a single creature flying as well as a bonus to their power/toughness. Lastly since you are running blue make sure to run Cyclonic Rift to open up your opponents to that fatal blow and run a counterspell package to protect your boys from anything you think will be too dangerous.

slusken on Beginner's deck

1 month ago

You're very welcome, always fun to help out!

Harrow is a good card if you want to continue the landfall theme. Note that you can sacrifice one of the lands you already tapped for mana, That way you won't lose any unused mana.

I think Modern-casual is a great starting format, since you have a larger card pool than say standard, which will give you more flexibility when creating decks!

Now, since you're playing casual magic you don't need to spend a lot of money on great cards. There are really good commons, uncommons and even rares that are very cheap.

Some more things to consider when building decks: - A common mistake for newer players is to focus to much on your life total. The game is not lost until your life is at 0 (or if your library runs out of cards..). This means that as long as you have one point of life left, you're still in the game. Cards such as Grazing Gladehart is only good if you're already winning. It's landfall-ability is not very impactful, meaning it doesn't do much to affect the playing field.

  • Card advantage/card draw. You start with 7 cards in your hand and naturally draw one extra at the start of your turn. Now, say that you manage to play two or even three cards in the same turn. This means that you will have a net card-advantage of -2. The last thing you want is to rely on that one card draw each turn to get out of a situation (also called top-decking). If you have 5 cards in hand you'll possibly have answers to the opponents creatures and spells. But if you have no cards in your hand, your options are severely limited. So make sure you're able to draw extra cards to keep that hand filled up with juciy answers to what your opponent does!. River Hoopoe is a great example of a great card that generates good advantage. If you draw it early, you'll be able to play it turn 2 and do some damage or stall by blocking your opponents creatures. Late game, it's not a dead draw, since you can use it's ability to gain more cards and draw into an answer.

  • Removal is good! Cards such as Prey Upon is perfect for you, since it's a green card that can take care of creatures with evasion! It's also very good to Murder your opponents creature that he's invested several cards in, with just one card.

Bit of a long section, but in my opinion some very important points to keep in mind :)

As for more cards to fit into your deck (i'll try to keep the list on the cheaper side):

  • Rampaging Baloths - Great Landfall card!

  • Prey Upon - As mentioned above, Great removal!

  • Overrun - A great finisher, buffs all your creatures and gives them trample!

  • Llanowar Elves - Since most of your cards costs a bit of mana to play, having some creature based ramp is very good.

  • Scythe Leopard + Snapping Gnarlid - some solid landfall creatures that you can get out early.

  • Retreat to Kazandu - Again, landfall that either stabilizes your health if needed or gives your creatures a boon.

  • Think Twice - One of my favorite cheap card draws out there. You play it once to draw one card and can also play it again from the graveyard when you have some mana left!

  • Giant Growth - A perfect battle trick to buff your creatures, either to deal that extra 3 damage to the opponents life or to play in order for your creature to survive!

  • Vapor Snag - A cheap card to return your opponents creatures in order to squeeze some of your big hitters through. A bit better than unsummon, since your opponent loses 1 life as well!

  • Dissipate - Since you have access to blue, why not throw in some counters, to negate some of your opponents spells?

  • Arcane Flight - To give your landfall creatures flying..

These are only a few suggestions, but it might help you get some ideas on what to build!

Loizo on Streams of Change

3 months ago

Very good deck in my opinion. Maybe just that little Arcane Flight seems slow when Hadana's Climb  Flip does so much more. I read that you're doing with what is around but just saying, the card kills people ;) especially now that you have Tishana.

Also the strength of the pack could be replaced by Gift of Growth which untaps a merfolk Kumena taps and attacks for more... If you find more cuts, Negate is the first counterspell you should get. Then Disdainful Stroke, Essence Scatter, ...

Have fun drowning opponents in merfolk value! It's really nice to see a thread like this on my favourite format

clickforcookies on American Armaments

3 months ago

I love this deck it is super cool. Some suggestions that might consider are Unclaimed Territory (You have all humans so this can help fix the mana for only a small price increase) Swashbuckling (let you get the best down on faster) Arcane Flight or One With the Wind (Both create flying treats) and finally the one card that I think would really help your deck out is Shield of the Realm. Forebear's Blade is a good card in this deck but I always worry about putting 6 mana into it without getting any protection. Shield of the realm lets you power something up for 3 mana and gives it a pseudo protection. I am not saying take forbear's blade out however I do think that shield of the realm might help. Thanks for making such an amazing deck!

Bird_Wizard73 on Little Bloo Things

5 months ago

+1 Maybe some Arcane Flights instead of Mist-Cloaked Herald. Also I would replace an opt with another chart a course. Just some thoughts...

clark1424 on GRN Sultai Muldrotha

7 months ago

Thanks man. Just changed the Cartouche of Knowledge into Arcane Flight since its more likely to be countered, i want my opponent to spend more mana than the usual for a 1 drop. I do like the idea of turn 5, attach flight to a hexproof horse or hydra, which is unlikely if i have a 2 to cast aura instead. Also, post rotation, i'll surely use Jade Guardian to replace Bristling Hydra. Since hydra is the better card pre-rotation, I might as well stick to it. :)

djnewellmit on Re-growing Pummeler

7 months ago

Thanks for sharing the link, Ultra_Magnus (I also have problems sharing links to non-TappedOut domains). I had not seen that decklist, but it tracks with the other lists from back in the Winter before Pummeler disappeared; both Arcane Flight and Llanowar Elves are a new look. The list you shared appears to be slightly more all-in on the Pummeler; I've been having amazing success with my build which is almost a mid-range Hadana's Climb  Flip deck now. I love Llanowar Elves, but I don't necessarily want to ramp into a Pummeler on turn 2, since the opponent is very likely to have a handful of removal.

I have been playing this deck again with devastating results. I am working on an updated write-up of my results and sideboard. The short version is I've only lost one round total in 5 consecutive events, including beating mono-Red (or BR) four times in that span. I have found Goblin Chainwhirler to be a non-issue vs this deck, or at least as inconsequential as any other red burn spell against Electrostatic Pummeler.

Ultra_Magnus on Re-growing Pummeler

8 months ago

I have been looking at Arcane Flight as a 1 mana way of getting Pummeler out of Goblin Chainwhirler range.

Here is a 5-0 where someone succeeded with Arcane Flight in a UG Pummeler deck:

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Arcane Flight occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%