Reach for the Sky — Grip the Upper Branch
Reach for the Sky is a concise play for midgame stabilization. At four mana you gain an Aura with flash that turns any ground stall into a favorable trade by granting a creature plus three plus two and reach. The flash timing matters; cast it at instant speed to protect a key blocker, surprise a chump attacker or respond to removal while still improving combat math in your favor.
There is a small bit of set flavor here. Outlaws of Thunder Junction frames this as quick, pragmatic support from the wilds. The extra card on the graveyard trigger rewards aggressive tempo and makes sacrificing or trading the enchanted creature less punishing. Play it when you want efficient incremental advantage and a dependable blocker against flyers.
Card Details:
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Mana Cost – {3}{G}
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Card Type – Enchantment — Aura
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Subtypes – Aura
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Card Text / Rules Text (Printed) – Flash. Enchant creature. Enchanted creature gets +3/+2 and has reach. When Reach for the Sky is put into a graveyard from the battlefield, draw a card.
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Power / Toughness – —