TCG Playability
Instant // Instant
Put a flying counter on target creature you control. Until end of turn, it has base power and toughness 5/5. Fuse (You may cast one or both halves of this card from your hand.)
This dynamic modal instant from Return to Ravnica offers exceptional flexibility and utility across multiple Magic formats, making it a compelling choice for players who value adaptability in their spell-based strategies. Double Jump // Flying Kick exemplifies the fuse mechanic's power by providing two distinct modes that can be cast separately or combined for a single spell with doubled effects. The blue half, Double Jump, gives you the ability to bounce a creature back to its owner's hand, disrupting your opponent's board state while creating opportunities for tempo advantage, making it particularly valuable against aggressive strategies and creature-heavy decks. The red half, Flying Kick, functions as targeted creature removal or player damage, adding direct burn value to your arsenal. What makes this card truly special is its fuse capability, allowing you to cast both halves for just three mana total, giving you both a bounce effect and removal in a single card slot, which is remarkable efficiency for decks that can support both red and blue mana. This card fits seamlessly into tempo decks, izzet (blue-red) control shells, and storm-oriented strategies that appreciate the spell count. Its legal status across Legacy, Vintage, Commander, and Oathbreaker formats means you're investing in a card that has proven utility in competitive and casual environments alike. Players seeking interactive spells that answer multiple threat types while maintaining mana efficiency will find Double Jump // Flying Kick an invaluable addition to their collection.
Illustrated by Kevin Sidharta