Maximize Altitude


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

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Common

Combos Browse all

Maximize Altitude


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

Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)

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Maximize Altitude Discussion

PinkyWinkyBlinky on Rocket Wizards

19 hours ago

suggest Guttersnipe and/or Electrostatic Field as an alternative to the electromancer. I have been testing this on Arena and if I mull to the right hand, it's turn 4 exactsies (unless you swing with Adeliz on t3, then it's overkill by -2). Even without the Ghitu Lavarunner.

Turn 1, Izzet Guildgate. Turn 2, Beamsplitter Mage + Mountain . Turn 3 Guttersnipe + Island , and then turn 4 Mountain then Maximize Altitude (targeting BSMage), Jumpstart Altitude, Sure Strike for lethal. That's 3 spells cast (jumpstart triggers Guttersnipe), so 6 damage off triggers, then double altitude makes each creature 4/4, then sure strike makes them 7/4. It's so elegant.

You can get 20dmg the same way with adeliz, because each inst/sorc with adeliz creates 2 extra combat damage (if you have Adeliz and BSMage). With my list, longer games can be tougher, but overall it's a winning list. I'm trying yours today (with Sinister Sabotage + Wizard's Lightning because I don't have any Ionize. Spell Pierce or Negate might also be options, because the counters really just protect our attackers from Seal Away or Settle the Wreckage. In those games, though, guttersnipe helps in the long run, especially against Turbo Fog!

saj0219 on Wiz-zet Warriors!

2 weeks ago

More thoughts!

  • I think the package of Beamsplitter Mage, Maximize Altitude, and Maximize Velocity is a trap. Yes, it's super nice when you get to duplicate one of the Maximize spells, but that's only going to be the times when you have Beamsplitter. Yes, it's even better when they give the creatures +2/+2, but that's only going to happen when you have Beamsplitter AND Adeliz, the Cinder Wind (which is only going to be T4 at the earliest). Additionally, the drag about these is that they are sorcery speed, which means you have to telegraph what you're doing, and just about the only card in your deck worth pitching for their jump start is going to be a land... I'd replace all 12 of those with other options (a wizard of your choosing and 8 instants/sorceries would be my first instinct).

Other wizards to consider: