Skyrider Patrol 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 At the beginning of combat on your turn, you may pay. When you do, put a +1/+1 counter on another target creature you control, and that creature gains flying until end of turn.
Complete guide
Skyrider Patrol is a versatile Elf Scout that takes your ground forces to the skies. By spending a little extra mana at the start of combat, you can permanently bolster your creatures and grant them temporary evasion. This card is a fantastic way to ensure your utility creatures can contribute to your offensive pressure.
How the Ability Triggers
Skyrider Patrol features a 'reflexive' triggered ability. At the beginning of your combat phase, the first part of the ability goes on the stack. Note that you do not choose a target yet. As this initial ability resolves, you decide whether to pay {G}{U}. If you pay the mana, a second ability triggers immediately, and it is at this point that you choose 'another target creature you control' to receive the benefits.
Strategic Resolution
Because this is a two-step process, players have a chance to respond after you have paid the mana but before the +1/+1 counter and flying are actually applied. If your opponent wants to remove the creature you intend to target, they must wait until you have chosen it after the payment. You cannot pay the mana multiple times during a single combat phase to give a creature multiple counters; the choice is a simple 'yes' or 'no' for {G}{U} once per combat.
Common Mistakes to Avoid
The most common error is trying to target Skyrider Patrol with its own ability. The text specifically states 'another target creature,' meaning the Patrol can only buff your other allies. Additionally, remember that while the flying granted only lasts until the end of the turn, the +1/+1 counter is permanent and will remain on the creature in subsequent turns.
Interaction examples
You have Skyrider Patrol and Solemn Simulacrum on the battlefield. At the start of your combat, Skyrider Patrol's ability triggers. You pay {G}{U}. You then target Solemn Simulacrum. The Simulacrum receives a permanent +1/+1 counter, becoming a 3/3, and gains flying until the end of the turn, allowing it to soar over your opponent's ground blockers.
With Skyrider Patrol and Eternal Witness in play, you move to combat and pay {G}{U}. You target Eternal Witness. The Witness becomes a 3/2 creature with flying for the turn. Even after the turn ends and the flying wears off, Eternal Witness remains a 3/2, making it a more significant threat in future combat phases.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Skyrider Patrol
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Skyrider Patrol’s triggered ability goes on the stack without a target. While that ability is resolving, you may pay
. If you do, a second ability triggers and you pick a target creature. This is different from abilities that say “If you do . . .” in that players may cast spells and activate abilities after mana is paid but before the target receives a counter and flying.
No other card is named in this ruling.
- #2· Wizards of the Coast
While resolving the triggered ability of Skyrider Patrol, you can’t pay
multiple times to give more than one +1/+1 counter.
No other card is named in this ruling.
Legal formats
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Meta decks with Skyrider Patrol
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Eternal Witness