Image courtesy of Scryfall.com
Skygames in Gatecrash and the math of flying attackers
Blue has always loved tempo, permission, and a dash of theatrical misdirection. Skygames fits neatly into that ethos by turning a land into a flying-outpost for a single turn. For a modest mana cost of {1}{U}, you gain a flexible tool that can swing the momentum of combat in your favor without committing to a big permanent on the board. As an aura with the text “Enchant land. Enchanted land has "{T}: Target creature gains flying until end of turn. Activate only as a sorcery." , Skygames invites you to think carefully about the math of each combat step 🧙♂️🔥.
At its core, the card changes how you evaluate blockers and damage on the battlefield. Flying is one of the most straightforward forms of evasion in MTG: it blocks a large swath of ground forces and disrupts tightly packed ground assaults. When you attach Skygames to a land, you set up a conditional, one-turn weather system for your creatures. Tap that land (as a sorcery-activation) to give a chosen creature flying until end of turn, and suddenly a 2/3 or 3/1 can threaten the airspace that your opponent may have taken for granted. The spell’s timing—sorcery-speed—encourages you to weave it into a plan rather than using it reactively during the heat of combat. It’s the kind of card that rewards thoughtful sequencing and a little blue patience 🧠🎯.
Combat math in action: practical scenarios
- Scenario A: You attack with a solid ground beater, say a 3/2, while your opponent has a single blocker with no flying or reach. Casting Skygames early and tapping your enchanted land to grant your 3/2 flying makes the blocker irrelevant—your creature can deal 3 damage to the opponent. The expected result: 3 damage through, 0 damage blocked (assuming no tricks to remove the aura). In math terms, you convert 3 power into face damage, bypassing the defender’s defensive line entirely 🧙♂️⚔️.
- Scenario B: The opponent controls a 2/2 flying creature and a 1/3 ground blocker. If you give your 2/2 flying with Skygames, you’ve now turned it into a legitimate aerial threat that can even trade with the opponent’s 2/2 flyer. If you’d rather keep pressure, you can attach to a different creature and threaten to push damage past the ground blockers entirely, forcing your opponent to decide whether to commit flyers to the red zone or risk a big swing elsewhere 💎.
- Scenario C: You’re behind on board and you want to convert a fragile 1/1 into a one-shot threat. Skygames is your tempo toolkit—granting flying to a small creature can force trades that swing the turn in your favor, especially when you anticipate expending your mana on other blue control plays later in the game. The key is to time the sorcery correctly so you don’t squander the turn; the mana is efficient, but the effect only lasts until end of turn 🔥.
- Scenario D: With multiple lands in play, you might value sequencing more than raw evasion. The aura can be attached to any land you control, so you can plan your attack with a land that has access to a favorable mana base or mana rock. The limitation—activate only on your turn as a sorcery—keeps the play honest and punishes attempts at last-minute shenanigans in combat. This is classic blue tempo: you trade a little late-game flexibility for a precise, well-timed punch 🧩.
Skygames also invites us to compare it with other “evade at a price” tools in the color pie. For the same mana cost, you might consider enchantments that buff a creature or grant other temporary protections. But the beauty of Skygames is how lean it remains: a single aura, a single land, and a single target creature can flip a win condition in a single turn. It’s the kind of card that makes you smile at the elegance of a well-timed payoff—pure blue candy 🍬🎨.
Design, lore, and the flavor of two guilds in one spell
The Gatecrash set art and flavor lean into the dynamic between Boros and Azorius, two guilds known for precision and motion between offense and law. Skygames’ flavor text hints at a world where athletic prowess and strategic recruitment are the currency of the day: “Both Boros and Azorius scout the games in hopes of recruiting the finest athletes.” That idea translates nicely into gameplay: Skygames is about selecting the right moment to unleash a blitz of evasion and force an opponent to respond to a threat they hadn’t prepared for. The art by Sam Burley captures that kinetic moment—the land as a launch pad, the creature as a rising threat, and the spell as a spark that turns the tide 🧙♂️🎯.
From a design perspective, Skygames is a great example of how a small utility can alter combat math without overcommitting resources. It doesn’t grant a permanent buff, it doesn’t create a perpetual advantage, and it doesn’t require a complex combo to go off. Instead, it gives you a single, precise tool to bend a single combat step in your favor. That restraint is what makes blue design so effective: you get to squeeze a lot of strategic value out of a little, while your opponent has to guess which land you’ve chosen to enchant and whether you’ll push for pressure now or hedge for later 🧠⚡.
For collectors and players alike, Skygames is a reminder that not all magic has to be flashy to be impactful. The card’s common rarity means it’s widely accessible and a fun inclusion for budget-minded deck builders who still want a taste of tempo and evasion in their arsenals. Its pricing on Scryfall reflects its niche role, but the real value lies in the cognitive thrill of counting the math and pulling off a well-timed flying surprise ✨💡.
As you experiment with Skygames in your Gatecrash-era or casual blue decks, you’ll discover its charm in the same way a well-placed bluff changes the course of a duel. It’s not about a single punch; it’s about delivering a precise, surgical strike that forces your opponent to re-evaluate their blockers, their removal timing, and the ever-present question: is flying enough to win the day? The answer, much like a well-timed spell, is yes—when you’ve accounted for the math, the timing, and the joy of lifting your creatures into the air 🧙♂️🔥💎.
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Skygames
Enchant land
Enchanted land has "{T}: Target creature gains flying until end of turn. Activate only as a sorcery."
ID: 7ab5bf75-762f-46ef-8304-aacdb248bc5b
Oracle ID: 5eeb1495-4f0c-4920-8cd6-9c9257327e33
Multiverse IDs: 366323
TCGPlayer ID: 67532
Cardmarket ID: 260007
Colors: U
Color Identity: U
Keywords: Enchant
Rarity: Common
Released: 2013-02-01
Artist: Sam Burley
Frame: 2003
Border: black
EDHRec Rank: 24571
Penny Rank: 16794
Set: Gatecrash (gtc)
Collector #: 51
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — not_legal
- Timeless — not_legal
- Gladiator — not_legal
- Pioneer — legal
- Modern — legal
- Legacy — legal
- Pauper — legal
- Vintage — legal
- Penny — legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — not_legal
- Alchemy — not_legal
- Paupercommander — legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.04
- USD_FOIL: 0.34
- EUR: 0.07
- EUR_FOIL: 0.25
- TIX: 0.03
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