← MTG Rules

Rules guide · Instant

JumpHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Magic 2010· July 17, 2009
Carte Magic Jump

Jump 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

Target creature gains flying until end of turn.

Complete guide

Jump is a classic blue instant that embodies the simplicity of early Magic: The Gathering design. For just a single blue mana, you can grant any creature the power of flight, allowing it to soar over ground-based defenses.

Soaring High

When you cast Jump, you choose a target creature currently on the battlefield. Upon resolution, that creature gains the flying keyword until the end of the current turn. This means the creature can only be blocked by other creatures with flying or reach, and it can also block creatures with flying that it otherwise wouldn't be able to interact with.

Timing and Resolution

Because Jump is an instant, you can cast it during almost any phase of the turn. However, its effectiveness depends heavily on the stack. To use Jump as an evasion tool, you must cast it and have it resolve before the 'Declare Blockers' step begins. If a creature is already blocked by a non-flying creature, giving it flying afterward will not remove the blocker or change the fact that it is blocked.

Common Pitfalls

A common mistake is confusing the card Jump with the 'Jump-start' keyword or the 'Jump' keyword ability found on specific creatures. While they share a name, the card Jump is a one-time buff. Furthermore, remember that giving a creature flying does not grant it 'haste'; if the creature just entered the battlefield this turn, it still cannot attack unless it has haste, even if it is now flying.

Strategic Uses

Jump is best utilized offensively to push through the final points of damage when your opponent has a cluttered ground board. Defensively, it can be a surprise trick to allow your large ground unit to intercept an opponent's pesky flyer. It also serves as a cheap spell to trigger abilities that care about casting instants or to fill the graveyard for cards that scale with spell count.

Interaction examples

Enabling the Traitor

During your turn, Kain, Traitorous Dragoon already has flying due to his own ability. However, if you are forced to use him as a blocker during an opponent's turn (when his ability is inactive), you can cast Jump on Kain to give him flying, allowing him to block an incoming aerial threat.

Charging the Beacon Bolt

If you have Jump in your graveyard and later cast Beacon Bolt with Jump-start, the Jump card contributes to the damage dealt by Beacon Bolt. Beacon Bolt checks the number of instant and sorcery cards in both your graveyard and exile; Jump counts toward this total regardless of which zone it sits in.

The Counterspell War

You cast Jump targeting Cid, Freeflier Pilot to ensure he can attack safely. Your opponent responds with An Offer You Can't Refuse to counter Jump. If the counterspell resolves, Jump is moved to the graveyard without granting flying, but you receive two Treasure tokens. You can then use those Treasures to pay for other abilities, such as Cid's activated ability.

Copying the Buff

First, you cast Jump on a creature to give it flying. Then, you cast Quasiduplicate targeting that same creature. Note that the resulting token copy will NOT have flying. In Magic, copy effects generally only copy what is printed on the card; temporary effects like Jump's flying buff are not part of the creature's copiable values.

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

How it works : Jump

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    To work as an evasion ability, an attacking creature must already have flying when the declare blockers step begins. Once a creature has become blocked, giving it flying won’t change that.

    No other card is named in this ruling.

02

Interactions with other cards

These cards' text mentions Jump.

Cid, Freeflier Pilot
Cid, Freeflier Pilot

Equipment and Vehicle spells you cast cost {1} less to cast. Jump — During your turn, Cid has flying. {2}, {T}: Return target Equipment or Vehicle card from your graveyard to your hand.

Quasiduplicate
Quasiduplicate

Create a token that's a copy of target creature you control. 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.)

Freya Crescent
Freya Crescent

Jump — During your turn, Freya Crescent has flying. {T}: Add {R}. Spend this mana only to cast an Equipment spell or activate an equip ability.

Kain, Traitorous Dragoon
Kain, Traitorous Dragoon

Jump — During your turn, Kain has flying. Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.

Chemister's Insight
Chemister's Insight

Draw two cards. 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.)

Risk Factor
Risk Factor

Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards. 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.)

Radical Idea
Radical Idea

Draw a card. 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.)

Gravitic Punch
Gravitic Punch

Target creature you control deals damage equal to its power to target player. 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.)

Special Move
Special Move

Choose two — • Jump Kick — Destroy target artifact. • Dash Attack — Put two +1/+1 counters on target attacking or blocking creature you control. • Foot Toss — Target creature you control deals damage equal to its power to any other target. Then sacrifice it.

Dihada's Ploy
Dihada's Ploy

Draw two cards, then discard a card. You gain life equal to the number of cards you've discarded this 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.)

Beacon Bolt
Beacon Bolt

Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard. 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.)

Niv-Mizzet, Supreme
Niv-Mizzet, Supreme

Flying, hexproof from monocolored Each instant and sorcery card in your graveyard that's exactly two colors has jump-start. (You may cast that card from your graveyard by discarding a card in addition to paying its other costs. Then exile it.)

03

Legal formats

modernlegacypaupervintagepennycommanderoathbreakerpaupercommanderduelpremodernpredhtlr
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Jump

No archived Top 8 deck with this card yet.

Explore the meta
Official source