Flying in MTG: Rules, Strategy & Notable Cards

By Kim HildeqvistUpdated

Flying is one of the oldest and most fundamental abilities in Magic: The Gathering - and if you've played even a handful of games, you've almost certainly run into it. Whether it's a humble 1/1 Bird token or a game-ending Angel, creatures with flying have a way of defining how a game plays out.

Let's break down how the mechanic works, how to play around it, and why it's been a cornerstone of the game since day one.


What is Flying in MTG?

Flying is an evergreen evasion ability. "Evasion" means it makes a creature harder - sometimes impossible - to block. Specifically, a creature with flying can only be blocked by other creatures that also have flying or reach.

That single sentence does a lot of work. In most early games, your opponent simply won't have a flier available to block. Your 2/2 with flying sails over a board of 4/4 ground creatures and deals damage directly. That's the core appeal: flying lets small creatures punch past much bigger ones.

It's been in the game since Alpha (1993), making it one of the oldest mechanics in Magic's history. Richard Garfield himself has cited it as the first and most resonant mechanic he designed for the game - which, when you think about how naturally it maps to the real world, makes a lot of sense.


The official rules for Flying

Here's what the Comprehensive Rules say (November 14, 2025 - Edge of Eternities):

702.9a Flying is an evasion ability.

702.9b A creature with flying can't be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying.

702.9c Multiple instances of flying on the same creature are redundant.

A few things worth pulling out of that:

Flying doesn't restrict what you can block

This trips up newer players sometimes. Flying only affects how your creature can be blocked - it doesn't stop a creature with flying from blocking a ground creature. Your Serra Angel can absolutely step in front of an opponent's trampling Dinosaur if you want it to.

Reach is the counter to flying

Reach is the other evasion-adjacent ability that matters here - it specifically lets a creature block creatures with flying, even without having flying itself. It's the game's way of representing long arms, webs, or a well-placed harpoon. If your opponent is flooding the board with fliers, a creature with reach is one of the cleanest answers.

Multiple instances of flying do nothing extra

If a creature somehow ends up with flying twice - say, it has flying naturally and you enchant it with an Aura that also grants flying - the second instance is completely redundant. It's still just flying.

Rules note: Flying is a keyword ability, which has a specific meaning in the rules. As the Mystery Booster test card TL;DR helpfully (and self-referentially) points out, flying is covered under rule 702 alongside other keywords. It's not an ability word or a keyword action - it's a proper keyword.


High flying: a slang aside

You might occasionally hear players use the term "high flying" - this is a slang term for creatures that have flying but can only block other creatures with flying. It's a drawback sometimes paired with flying on weaker creatures to balance them out. Not an official rules term, but worth knowing if someone drops it across the table.


Strategy: playing with and against Flying

Building with fliers

Flying is one of the most reliable ways to close out a game. Because ground stalls - where both players have lots of creatures that cancel each other out - are extremely common, a consistent source of aerial damage can often be the difference between winning and drawing the game out indefinitely.

In Limited (Draft and Sealed), flying is widely considered one of the most powerful abilities you can put on a creature, precisely because answers are inconsistent. If your deck has a handful of medium-sized fliers and your opponent has none, you're likely to win a race more often than not.

In Commander, flying becomes slightly less dominant because the board gets bigger and messier - but a wide flock of Bird tokens or a suite of Angels can still end a game surprisingly fast if left unchecked.

Deck-building tip: If you're leaning into a flying-focused deck, consider cards that grant flying to your whole board or to creatures temporarily. Even giving a large ground creature flying for a turn can be the surprise lethal attack your opponent didn't see coming.

Playing against fliers

There are a few clean lines for dealing with a flying threat:

  • Creatures with reach block fliers cleanly and are often found in green.
  • Removal spells don't care about flying at all - a well-timed Terminate or Doom Blade answers any creature regardless of evasion.
  • Racing is sometimes correct. If your opponent has a 2/2 flier doing 2 damage per turn, you might have time to build a lethal board on the ground before they get there.
  • Granting your own creatures flying temporarily can be surprisingly effective - there are several cheap Instant-speed spells that do this, which we'll get to below.

Temporary flying: the combat trick angle

Some of the most interesting flying interactions happen when you grant flying until end of turn. Suddenly a blocker can be leaped over, or a ground creature you control can swing in unblocked. Mighty Leap ({1}{W}) is a classic example - it gives a creature +2/+2 and flying until end of turn for just two mana, which can be a combat trick, an evasion enabler, or both at once.


Notable cards with Flying

Majestic Metamorphosis

Majestic Metamorphosis ({2}{U}) is a great example of flying as a payoff. For three mana at Instant speed, it turns any artifact or creature into a 4/4 Angel artifact creature with flying and draws you a card. The combination of a huge flying threat, surprise factor, and card advantage makes this one of the more elegant uses of the ability.

Migratory Route

Migratory Route ({3}{W}{U}) creates four 1/1 white Bird tokens with flying - and also has basic landcycling {2} stapled on. Four flying bodies for five mana is solid on its own; the ability to throw it away for a land when you don't need the creatures is what makes it genuinely interesting to build around.

Mtenda Griffin

Mtenda Griffin ({3}{W}) is a quieter example - a straightforward 2/2 Griffin with flying that can return itself and another Griffin from your graveyard to hand during your upkeep. It's not flashy, but it shows how flying and recursion can combine to create persistent aerial pressure.

Flying Carpet

Flying Carpet ({4}) is a classic artifact from early Magic that lets any creature gain flying until end of turn for {2} and a tap. It's not efficient by modern standards, but it's a nice reminder that flying has always been something players wanted access to beyond creatures that naturally have it.

Defy Gravity

Defy Gravity ({U}) is as cheap as temporary flying gets - one blue mana for a creature gaining flying until end of turn, and it has flashback for {U} so you can cast it again from the graveyard. In a pinch, it's a two-mana evasion enabler spread across two turns.

Enchantments that grant flying

A whole family of Auras exists specifically to grant flying to a creature. Some notable ones:

  • Flight - one of the oldest and simplest, just grants flying.
  • Dragon Wings - grants flying, and returns itself from the graveyard to the battlefield when a Dragon is played.
  • Arcanum Wings - grants flying and can swap itself out for another Aura from your hand.
  • Phantom Wings - returns itself to its owner's hand when the enchanted creature is targeted.

For permanent board-wide flying, Levitation is the classic enchantment - all your creatures gain flying for as long as it's in play.


History of Flying

Flying has been in Magic since the very beginning. It appeared in Alpha (1993) across multiple colours - primarily white and blue, which have always been the "flying colours" - and has never left the game. It is classified as an evergreen keyword, meaning it appears in virtually every set ever printed.

Richard Garfield has described flying as the first and most resonant mechanic he created for Magic. It makes intuitive sense: something that flies is hard to hit unless you can also fly or have the reach to grab it. That real-world logic translates directly to the rules with almost no explanation needed, which is part of why it's held up so well.

Over thirty years, flying hasn't changed in any meaningful way - a testament to how cleanly it was designed. The creature types most associated with it (Angels, Sphinxes, Demons, Dragons, Birds, Faeries) have shifted in power and flavour across sets, but the core ability has remained the same single line of text.

Lore aside: The flavour of flying maps beautifully onto Magic's colour pie. Blue and white are the dominant flying colours, reflecting their associations with the sky, order, and the arcane. Black has Demons and Spirits. Red has Dragons. Green has almost none by design - green is the colour of the earth, and granting its creatures reach instead of flying is a deliberate flavour and mechanical choice.

Player flying has even been explored as a creative fringe concept - the Mystery Booster test card Sarah's Wings grants flying to a player, meaning creatures without flying can't deal damage to them. Form of the Dragon achieves something similar through a different mechanical route. Neither is tournament-legal, but both are charming illustrations of how far the concept can be stretched.

Frequently Asked Questions

Can a creature with flying block a creature without flying?
Yes — flying only restricts how *your* creature can be blocked, not what it can block. A creature with flying can freely block any creature, with or without flying.
What can block a creature with flying?
Only creatures with flying or reach can block a creature with flying. All other creatures are unable to block it, regardless of their size or power.
Does having flying twice do anything?
No. Multiple instances of flying on the same creature are redundant — the Comprehensive Rules explicitly state this in rule 702.9c. The creature just has flying once, effectively.
What is 'high flying' in MTG?
High flying is a slang term (not an official rules term) for creatures that have flying but can only block other creatures with flying. It represents a common drawback pairing — the creature can attack freely in the air but can't intercept ground threats.
Is Flying in Magic evergreen or deciduous?
Flying is an evergreen keyword, meaning it appears in virtually every Magic set ever printed. It has been in the game since Alpha in 1993 and has never been rotated out or retired.
What colours get the most Flying creatures in MTG?
Blue and white are the primary flying colours by design, reflecting their flavour associations with the sky and the arcane. Black, red, and green do have fliers — Demons, Dragons, and a few others — but green in particular is deliberately limited to reach rather than flying as a colour-pie choice.

Cards with Flying

3,009 cards have the Flying keyword — page 185 of 189

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