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Not all of the old Card of the Day files are working right now. All of the old files should be running within one month. About 70-85% are working now. Sorry for the delays getting new cards done too. Things are getting back to normal rather well.
In this web page, I hope to present to you strategies, combos, and obscure uses for a new
Magic: The Gathering card every single day.
The Card of the Day is...
Jump
1a, 1e, 2E, 3E, 4E, 5E Common
U Instant
"Target creature gains flying until end of turn."
A brief rundown of the card:
Why use Jump instead of Shimmering Wings or Flight? Surprise wins games. Your opponent will almost never expect a creature to gain flying all of a sudden. This can be handy to make one of their creatures more likely to get hurt, to help one of your creatures become unblockable, or to fell an opponent's flyer out of nowhere with one of your suddenly flying Craw Giants. There sure are cheaper ways to give something flying, and ways to permanantly give a creature flying, but suprise wins games (and Jump can be just enough surprise). Here are a few cards I like using with Jump:
- Island of Wak-Wak
Each time you use Jump on an opponent's creature, the Island of Wak-Wak becomes an improved Maze of Ith for a turn.
- Earthbind/Thunderbolt/Burning Palm Efreet/Vertigo...
These cards are all great for offing irritating creatures with flying. Simply force an opponent's creature to Jump into the air to get hit if they'd otherwise be land-lovers.
- Storm Front/Storm Elemental
Both of these cards can tap flyers very easily. Possibly combine with Seizures or Stinging Licid.
- Needle Storm/Hurricane/Tropical Storm/Whirling Captapult...
Combine multiple Jumps with these spells that damage all flyers. There's a spell like these for any deck.
- Chaosphere
This is funny--your opponent's flyers can only block your flyers while Chaosphere is around. Send in the ground army!
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