Jump

Jump

Instant

Target creature gains flying until end of turn.

Jump Discussion

king-saproling on Dr. Seuss's Zoo

3 months ago

Neat theme! You might like these: Book of Rass , Sarpadian Empires, Vol. VII , Stream Hopper / Jump (hop on pop), Insurrection / Mindslaver (if i ran the zoo)

rdean14 on Card creation challenge

1 year 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!

3 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!

3 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.

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