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Rules guide · Sorcery

Eagle VisionHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Assassin's Creed· July 5, 2024
Carte Magic Eagle Vision

Eagle Vision is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Freerunning {1}{U} (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.) Draw three cards.

Complete guide

Eagle Vision is a powerful blue sorcery that rewards aggressive strategies by letting you refill your hand for a fraction of its normal cost. By utilizing the Freerunning mechanic, you can keep your momentum high while maintaining a significant card advantage over your opponents. It is a perfect tool for decks that focus on legendary leaders or the shadows of the Assassin creed.

Unlocking the Freerunning Cost

The primary appeal of Eagle Vision is its Freerunning ability. While its standard mana cost is five, you can cast it for just two mana if you have dealt combat damage to a player during the current turn using an Assassin creature or your commander. This cost reduction becomes available the moment that combat damage is dealt and remains available for the rest of the turn, regardless of whether those creatures remain on the battlefield.

Resolution Step-by-Step

First, you must satisfy the Freerunning condition by connecting with a commander or Assassin in combat. Once the damage is dealt, you may cast Eagle Vision by paying the alternative cost of one blue and one generic mana. Upon resolution, you simply draw three cards. Because it is a sorcery, you generally cannot cast it during the combat phase unless you have another effect granting flash; instead, you will cast it during your post-combat main phase.

Common Mistakes

Players often forget that Freerunning only checks if combat damage was dealt to a player; dealing damage to a creature or planeswalker will not unlock the discount. Additionally, if your commander is also an Assassin, dealing damage with it does not 'double' the discount or provide additional benefits—you simply meet the requirement. Remember that Eagle Vision is a sorcery, so even if you deal damage in combat, you must wait until your main phase to cast it unless you have a way to cast sorceries at instant speed.

Strategic Timing

The best time to cast Eagle Vision is immediately during your second main phase after a successful attack. This allows you to use the three new cards to develop your board or set up defenses for your opponent's next turn. If you have other spells with Freerunning, Eagle Vision helps you find them, ensuring you maximize the efficiency of your turn while your opponent is reeling from your successful strike.

Interaction examples

Following the Leader

You attack an opponent with your commander. After the damage is dealt, you enter your second main phase. You now have the option to pay one blue and one generic mana to cast Eagle Vision. You draw three cards, having spent only two mana instead of the usual five.

Bouncing the Competition

After dealing combat damage with an Assassin to clear the way, you cast Eagle Vision for its Freerunning cost to draw three cards. Among those cards, you find Raise the Palisade. You choose 'Assassin' as the creature type, returning all of your opponent's blockers to their hand while your attackers remain safely on the battlefield.

Synergy in Numbers

If you have a board full of Assassins, you can deal combat damage to a player to trigger Freerunning. Cast Eagle Vision for two mana to draw three cards, then follow up with Distant Melody. By naming 'Assassin,' you draw even more cards based on your creature count, effectively refilling your entire hand for very little mana investment.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Eagle Vision

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Once an Assassin creature or commander you control deals combat damage to a player in a turn, you can cast spells for their freerunning costs for the rest of that turn. It doesn’t matter what happens to that Assassin or commander after that.

    No other card is named in this ruling.

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Legal formats

modernlegacyvintagecommanderoathbreakerduel
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