Skyrider Patrol
Creature — Elf ScoutPower and toughness2/3
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.
Showing Core Set 2019#224
Price
0.13 $
Foil 0.27 $
11 printings
Daily estimate from Scryfall, not a shop quote.
Skyrider Patrol rulings
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.
While resolving the triggered ability of Skyrider Patrol, you can’t pay
multiple times to give more than one +1/+1 counter.
Skyrider Patrol keyword rules
Flying Rule 702.9
Flying is an evasion ability.
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. (See rule , “Declare Blockers Step,” and rule , “Reach.”)
Multiple instances of flying on the same creature are redundant.
Skyrider Patrol format legality
Constructed
- StandardNot legal
- PioneerLegal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlNot legal
- Competitive BrawlLegal
Other
- TLRNot legal
All printings of Skyrider Patrol 11
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