Jump

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
2010 Core Set (M10) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common

Combos Browse all

Jump

Instant

Target creature gains flying until end of turn.

Jump Discussion

rdean14 on Card creation challenge

7 months ago

Create a unitasking, one-mana instant that does something good, but simple (and no obscenely broken, like Ancestral Recall. Like Lightning Bolt, Swords to Plowshares, Twiddle, Purelace, Jump, Righteousness, Dark Ritual, Giant Growth, Unsummon, Opt, Charge, or Brute Force.

berryjon on Advice on Player and Rules

1 year ago

Short answer, you're in the right. You can cast pump spells after blockers are declared, and before damage is allocated.

Long answer: Rule 509 of the Comprehensive rules spells it out, though in a long winded manner.

You declare Attackers.
You and your opponent, in priority order, put triggered abilities on the stack.
You and your opponent, in priority order, can cast spells or activate abilities.
Resolve the stack.

Your opponent declares blockers.
You and your opponent, in priority order, put triggered abilities on the stack.
You and your opponent, in priority order, can cast spells or activate abilities.
Resolve the stack.

Move on to the Combat Damage step.

What this means is that when you declare your attackers, before the opponent decides on blockers, they can do things like cast Bright Reprisal or Warning on one of your attacking creatures. You can also, for example, cast Jump on one of your creatures to give it flying before the opponent can declare a blocker for it.

Then the opponent declares their blockers. After that has been decided, each of you, in priority, can cast spells again. You can cast Giant Growth on your attacking creature here, and they can cast cards like Hold the Line or activate the ability on Angelic Page or General Jarkeld (and he's just a bundle of laughs, let me tell you).

Then, once everything is resolved, is damage dealt.

ParanoeX on ZENDIKAR - [D11]

1 year ago

this is impossible.. ive gone through all the guides and looked around every corner for the scroll of Jump.. theres nowhere i can go and nothing more i can do..

DaringApprentice on Beware The Monk!

2 years ago

Nice brew so far! First thing I'd do is replace Jump and Enshrouding Mist with more powerful cards with similar effects. Maybe Leap and Flickering Ward?What issues are you having with this deck?

Mironar on What the heck? Blue is back!

2 years ago

Thanks Quantumsandwich for the tip. Fugitive Wizard has the plus that the opponent might leave back non-flying blockers in anticipation of an attack be the 1/1, Which makes Jump a lot more suprising and the deck more competitive.

Quantumsandwich on What the heck? Blue is back!

2 years ago

I recommend replacing your Fugitive Wizards with Flying Men. Flying Men are like Fugitive Wizards that are always Jumping.

123katty on Most Uncreative Card Names

3 years ago

Hi everyone,

I would like to know the worst card name you've heard of; something that could definitely use a better name. My vote goes for Jump.

Wisthunder on Jump strategy?

3 years ago

Jump gives a creature flying at instant speed. However, if you give a blocked creature flying, it still stays blocked.

What is a better way to use instant speed flying strategically? Please give examples.

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