High-Flying Ace 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.
Official card text
Flying: Target creature without flying gains flying until end of turn. Activate only as a sorcery.
Complete guide
High-Flying Ace is a versatile Bird Mutant that brings air superiority to your ground-based forces. By investing mana, this creature can elevate your other units, ensuring they soar over enemy blockers for a decisive strike.
Granting the Gift of Flight
High-Flying Ace features a static ability, Flying, and an activated ability. The activated ability costs {3}{W} and targets a creature that currently does not have flying. Once the ability resolves, that creature gains flying until the end of the current turn, allowing it to bypass most blockers.
Step-by-Step Resolution
First, ensure it is your main phase and the stack is empty, as this ability can only be activated as a sorcery. Pay the cost of three generic mana and one white mana. Choose a target creature that lacks the flying keyword. When the ability resolves, the target gains flying. Note that if the creature somehow gains flying before the ability resolves, the ability will not have an illegal target, but it will effectively be redundant.
Common Timing Mistakes
The most common error with High-Flying Ace is attempting to activate its ability during an opponent's turn or during the combat phase. Because of the 'Activate only as a sorcery' restriction, you must grant flight during your precombat main phase if you intend to attack with that creature in the air.
Strategic Implementation
Use High-Flying Ace when you have high-power creatures that are being stalled by small ground tokens. By converting your largest threat into a flyer, you force your opponent to have specific aerial defenses or take massive damage.
Interaction examples
With both creatures on the battlefield, you pay {3}{W} during your main phase targeting Solemn Simulacrum. Since the Golem does not have flying, the ability is legal. Solemn Simulacrum now has flying until end of turn, allowing it to attack safely over ground blockers while you wait for its death trigger to draw a card.
If you have Roaming Throne on the battlefield and chose 'Bird' or 'Mutant' as it entered, it will share a type with High-Flying Ace. However, since High-Flying Ace has an activated ability rather than a triggered ability, Roaming Throne will not cause the flight-granting effect to happen twice. You can still use High-Flying Ace to target Roaming Throne (which lacks flying) to make the Golem a 4/4 flyer for the turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : High-Flying Ace
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with High-Flying Ace
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne