Soar Above with Fly
Adding Fly to your creature is an elegant way to grant evasiveness and strategic depth in any Adventures in the Forgotten Realms deck. This enchantment aura bestows flying, opening air routes past ground blockers and often forcing your opponent to rethink their defenses. But its value extends beyond evasion: each successful strike against a player triggers a venture into the dungeon, weaving a subtle synergy with dungeon-crawling cards like Venture into the Dungeon or Dungeon Map. This means Fly not only facilitates aerial assaults but also powers your exploration, advancing your quest for powerful rewards.
Given its modest mana cost, Fly serves as an efficient boost in tempo and utility. Pair it with creatures that already have evasion or ones that benefit from entering dungeons repeatedly to capitalize on its layered effect. In decks aiming to control the board while chipping away life totals, Fly becomes a quiet powerhouse, turning even the most unassuming creature into a potential game-changer. Ideal for players who appreciate both tactical positioning and incremental advantages, Fly offers a seamless blend of offense and dungeon-delving adventure.
Card Details:
-
Mana Cost: {U}
-
Card Type: Enchantment — Aura
-
Subtypes: Aura
-
Card Text / Rules Text: Enchant creature
Enchanted creature has flying and “Whenever this creature deals combat damage to a player, venture into the dungeon.”