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Flash is a static ability that lets you play a card at instant speed, i.e. on your opponent's turn.

Comprehensive Rules[]

Comprehensive Rules Glossary (August 7, 2020)

Flash
A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.”

Comprehensive Rules (August 7, 2020)

  • 702.8. Flash
    • 702.8a Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”
    • 702.8b Multiple instances of flash on the same object are redundant.

Flash Card List[]

94 results
Adaptive Shimmerer (5)
Creature — Insect (0/0)
Flash

Adaptive Shimmerer enters the battlefield with three +1/+1 counters on it.

Affa Guard Hound White (3)
Creature — Dog (2/2)
Flash (You may cast this spell any time you could cast an instant.)

When Affa Guard Hound enters the battlefield, target creature gets +0/+3 until end of turn.

Angel of Grace WhiteWhite (5)
Creature — Angel (5/4)
Flash

Flying
When Angel of Grace enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
WhiteWhite, Exile Angel of Grace from your graveyard: Your life total becomes 10.

Angel of the Dire Hour WhiteWhite (7)
Creature — Angel (5/4)
Flash

Flying
When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures.

Ashiok's Erasure BlueBlue (4)
Enchantment
Flash

When Ashiok's Erasure enters the battlefield, exile target spell.
Your opponents can't cast spells with the same name as the exiled card.
When Ashiok's Erasure leaves the battlefield, return the exiled card to its owner's hand.

Ashiok's Forerunner BlueBlack (5)
Creature — Human Wizard (3/3)
Flash

When Ashiok's Forerunner enters the battlefield, you may search your library and/or graveyard for a card named Ashiok, Sculptor of Fears, reveal it, and put it into your hand. If you search your library this way, shuffle it.

Aspect of Manticore Red (3)
Enchantment — Aura
Flash

Enchant creature
When Aspect of Manticore enters the battlefield, enchanted creature gains first strike until end of turn.
Enchanted creature gets +2/+0.

Blacklance Paragon Black (2)
Creature — Human Knight (3/1)
Flash

When Blacklance Paragon enters the battlefield, target Knight gains deathtouch and lifelink until end of turn.

Blitz Leech Black (6)
Creature — Leech (5/2)
Flash

When Blitz Leech enters the battlefield, target creature an opponent controls gets -2/-2 until end of turn. Remove all counters from that creature.

Bloodcrazed Paladin Black (2)
Creature — Vampire Knight (1/1)
Flash

Bloodcrazed Paladin enters the battlefield with a +1/+1 counter on it for each creature that died this turn.

Brazen Borrower BlueBlue (3)
Creature — Faerie Rogue (3/1)
Flash

Flying
Brazen Borrower can block only creatures with flying.

Brineborn Cutthroat Blue (2)
Creature — Merfolk Pirate (2/1)
Flash (You may cast this spell any time you could cast an instant.)

Whenever you cast a spell during an opponent's turn, put a +1/+1 counter on Brineborn Cutthroat.

Capture Sphere Blue (4)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)

Enchant creature
When Capture Sphere enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.

Celestial Messenger BlueBlue (4)
Creature — Bird Spirit (3/2)
Flash (You may cast this card any time you could cast an instant.)

Flying
Celestial Messenger gets +1/+1 as long as you control a Yanling planeswalker.

Chainer's Edict Black (2)
Sorcery
Target player sacrifices a creature.

Flashback BlackBlack (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Cherished Hatchling Green (2)
Creature — Dinosaur (2/1)
When Cherished Hatchling dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters the battlefield, you may have it fight another target creature."
Chromium, the Mutable WhiteBlueBlack (7)
Legendary Creature — Elder Dragon (7/7)
Flash

This spell can't be countered.
Flying
Discard a card: Until end of turn, Chromium, the Mutable becomes a Human with base power and toughness 1/1, loses all abilities, and gains hexproof. It can't be blocked this turn.

Containment Priest White (2)
Creature — Human Cleric (2/2)
Flash

If a nontoken creature would enter the battlefield and it wasn't cast, exile it instead.

Crafty Cutpurse Blue (4)
Creature — Human Pirate (2/2)
Flash

When Crafty Cutpurse enters the battlefield, each token that would be created under an opponent's control this turn is created under your control instead.

Crashing Tide Blue (3)
Sorcery
This spell has flash as long as you control a Merfolk.

Return target creature to its owner's hand.
Draw a card.

Crookclaw Transmuter Blue (4)
Creature — Bird Wizard (3/1)
Flash (You may cast this spell any time you could cast an instant.)

Flying
When Crookclaw Transmuter enters the battlefield, switch target creature's power and toughness until end of turn.

Crystacean Blue (4)
Creature — Crab (1/6)
Flash
Cunning Nightbonder (2)
Creature — Human Rogue (2/2)
Flash

Spells with flash you cast cost less to cast and can't be countered.

Devil's Play Red (1)
Sorcery
Devil's Play deals X damage to any target.

Flashback RedRedRed (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Dire Fleet Poisoner Black (2)
Creature — Human Pirate (2/2)
Flash

Deathtouch
When Dire Fleet Poisoner enters the battlefield, target attacking Pirate you control gets +1/+1 and gains deathtouch until end of turn.

Dirge Bat BlackBlack (4)
Creature — Bat (3/3)
Mutate BlackBlack (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Flash
Flying
Whenever this creature mutates, destroy target creature or planeswalker an opponent controls.

Dream Eater BlueBlue (6)
Creature — Nightmare Sphinx (4/3)
Flash

Flying
When Dream Eater enters the battlefield, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

Dreamcaller Siren BlueBlue (4)
Creature — Siren Pirate (3/3)
Flash

Flying
Dreamcaller Siren can block only creatures with flying.
When Dreamcaller Siren enters the battlefield, if you control another Pirate, tap up to two target nonland permanents.

Dualcaster Mage RedRed (3)
Creature — Human Wizard (2/2)
Flash

When Dualcaster Mage enters the battlefield, copy target instant or sorcery spell. You may choose new targets for the copy.

Embercleave RedRed (6)
Legendary Artifact — Equipment
Flash

This spell costs less to cast for each attacking creature you control.
When Embercleave enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip

Emergence Zone (0)
Land
Tap: Add .

, Tap, Sacrifice Emergence Zone: You may cast spells this turn as though they had flash.

Faerie Duelist Blue (2)
Creature — Faerie Rogue (1/2)
Flash

Flying
When Faerie Duelist enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.

Faerie Vandal Blue (2)
Creature — Faerie Rogue (1/2)
Flash

Flying
Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.

Feral Invocation Green (3)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)

Enchant creature
Enchanted creature gets +2/+2.

Frilled Mystic GreenGreenBlueBlue (4)
Creature — Elf Lizard Wizard (3/2)
Flash

When Frilled Mystic enters the battlefield, you may counter target spell.

Garna, the Bloodflame BlackRed (5)
Legendary Creature — Human Warrior (3/3)
Flash

When Garna, the Bloodflame enters the battlefield, return to your hand all creature cards in your graveyard that were put there from anywhere this turn.
Other creatures you control have haste.

Hired Blade Black (3)
Creature — Human Assassin (3/2)
Flash (You may cast this spell any time you could cast an instant.)
Indomitable Will White (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +1/+2.

Lawmage's Binding WhiteBlue (3)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.

Leyline of Anticipation BlueBlue (4)
Enchantment
If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield.

You may cast spells as though they had flash.

Liliana's Standard Bearer Black (3)
Creature — Zombie Knight (3/1)
Flash

When Liliana's Standard Bearer enters the battlefield, draw X cards, where X is the number of creatures that died under your control this turn.

Lochmere Serpent BlueBlack (6)
Creature — Serpent (7/7)
Flash

Blue, Sacrifice an Island: Lochmere Serpent can't be blocked this turn.
Black, Sacrifice a Swamp: You gain 1 life and draw a card.
BlueBlack: Exile five target cards from an opponent's graveyard. Return Lochmere Serpent from your graveyard to your hand. Activate this ability only any time you could cast a sorcery.

Lurking Deadeye Black (4)
Creature — Human Assassin (4/2)
Flash

When Lurking Deadeye enters the battlefield, destroy target creature that was dealt damage this turn.

Lutri, the Spellchaser (3)
Legendary Creature — Elemental Otter (3/2)
Companion — Each nonland card in your starting deck has a different name. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.)

Flash
When Lutri, the Spellchaser enters the battlefield, if you cast it, copy target instant or sorcery spell you control. You may choose new targets for the copy.

Masked Blackguard Black (2)
Creature — Human Rogue (2/1)
Flash (You may cast this spell any time you could cast an instant.)

Black: Masked Blackguard gets +1/+1 until end of turn.

Merfolk Trickster BlueBlue (2)
Creature — Merfolk Wizard (2/2)
Flash

When Merfolk Trickster enters the battlefield, tap target creature an opponent controls. It loses all abilities until end of turn.

Minion's Return Black (3)
Enchantment — Aura
Flash

Enchant creature
When enchanted creature dies, return that card to the battlefield under your control.

Momentary Blink White (2)
Instant
Exile target creature you control, then return it to the battlefield under its owner's control.

Flashback Blue (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Mutual Destruction Black (1)
Sorcery
This spell has flash as long as you control a permanent with flash.

As an additional cost to cast this spell, sacrifice a creature.
Destroy target creature.

Mystic Subdual Blue (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets -2/-0 and loses all abilities. (Mutating onto the creature won't give it new abilities. It can gain abilities in other ways.)

Naru Meha, Master Wizard BlueBlue (4)
Legendary Creature — Human Wizard (3/3)
Flash

When Naru Meha, Master Wizard enters the battlefield, copy target instant or sorcery spell you control. You may choose new targets for the copy.
Other Wizards you control get +1/+1.

Nebelgast Herald Blue (3)
Creature — Spirit (2/1)
Flash (You may cast this spell any time you could cast an instant.)

Flying
Whenever Nebelgast Herald or another Spirit enters the battlefield under your control, tap target creature an opponent controls.

Niambi, Esteemed Speaker WhiteBlue (2)
Legendary Creature — Human Cleric (2/1)
Flash

When Niambi, Esteemed Speaker enters the battlefield, you may return another target creature you control to its owner's hand. If you do, you gain life equal to that creature's converted mana cost.
WhiteBlue, Tap, Discard a legendary card: Draw two cards.

Nightpack Ambusher GreenGreen (4)
Creature — Wolf (4/4)
Flash

Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.

Omen of the Dead Black (1)
Enchantment
Flash

When Omen of the Dead enters the battlefield, return target creature card from your graveyard to your hand.
Black, Sacrifice Omen of the Dead: Scry 2.

Omen of the Forge Red (2)
Enchantment
Flash

When Omen of the Forge enters the battlefield, it deals 2 damage to any target.
Red, Sacrifice Omen of the Forge: Scry 2.

Omen of the Hunt Green (3)
Enchantment
Flash

When Omen of the Hunt enters the battlefield, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
Green, Sacrifice Omen of the Hunt: Scry 2.

Omen of the Sea Blue (2)
Enchantment
Flash

When Omen of the Sea enters the battlefield, scry 2, then draw a card.
Blue, Sacrifice Omen of the Sea: Scry 2.

Omen of the Sun White (3)
Enchantment
Flash

When Omen of the Sun enters the battlefield, create two 1/1 white Human Soldier creature tokens and you gain 2 life.
White, Sacrifice Omen of the Sun: Scry 2.

Pouncing Cheetah Green (3)
Creature — Cat (3/2)
Flash
Pouncing Shoreshark Blue (5)
Creature — Shark Beast (4/3)
Mutate Blue (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Flash
Whenever this creature mutates, you may return target creature an opponent controls to its owner's hand.

Raff Capashen, Ship's Mage WhiteBlue (4)
Legendary Creature — Human Wizard (3/3)
Flash

Flying
You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)

Rattlechains Blue (2)
Creature — Spirit (2/1)
Flash

Flying
When Rattlechains enters the battlefield, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.

Riptide Turtle Blue (2)
Creature — Turtle (0/5)
Flash

Defender

Roar of the Wurm Green (7)
Sorcery
Create a 6/6 green Wurm creature token.

Flashback Green (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sea Legs Blue (1)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.

Sea-Dasher Octopus BlueBlue (3)
Creature — Octopus (2/2)
Mutate Blue (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)

Flash
Whenever this creature deals combat damage to a player, draw a card.

Seal Away White (2)
Enchantment
Flash

When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.

Sentinel of the Pearl Trident Blue (5)
Creature — Merfolk Soldier (3/3)
Flash

When Sentinel of the Pearl Trident enters the battlefield, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)

Sentinel's Mark White (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +1/+2 and has vigilance.
Addendum — When Sentinel's Mark enters the battlefield, if you cast it during your main phase, enchanted creature gains lifelink until end of turn.

Shining Armor White (2)
Artifact — Equipment
Flash

When Shining Armor enters the battlefield, attach it to target Knight you control.
Equipped creature gets +0/+2 and has vigilance.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Silent Departure Blue (1)
Sorcery
Return target creature to its owner's hand.

Flashback Blue (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Slimebind Blue (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets -4/-0.

Slitherwisp BlueBlackBlack (3)
Creature — Elemental Nightmare (3/2)
Flash

Whenever you cast another spell that has flash, you draw a card and each opponent loses 1 life.

Snapping Sailback Green (5)
Creature — Dinosaur (4/4)
Flash

Enrage — Whenever Snapping Sailback is dealt damage, put a +1/+1 counter on it. (It must survive the damage to get the counter.)

So Tiny Blue (1)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets -2/-0. It gets -6/-0 instead as long as its controller has seven or more cards in their graveyard.

Solid Footing White (1)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets +1/+1.
As long as enchanted creature has vigilance, it assigns combat damage equal to its toughness rather than its power.

Spectral Sailor Blue (1)
Creature — Spirit Pirate (1/1)
Flash (You may cast this spell any time you could cast an instant.)

Flying
Blue: Draw a card.

Spire Mangler Black (3)
Creature — Insect (2/1)
Flash

Flying
When Spire Mangler enters the battlefield, target creature with flying you control gets +2/+0 until end of turn.

Springjaw Trap (1)
Artifact
Flash

, Tap, Sacrifice Springjaw Trap: It deals 3 damage to any target.

Starlit Mantle Blue (2)
Enchantment — Aura
Flash

Enchant creature you control
When Starlit Mantle enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.

Swift Warden GreenGreen (3)
Creature — Merfolk Warrior (3/3)
Flash

When Swift Warden enters the battlefield, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Teferi, Time Raveler WhiteBlue (3)
Legendary Planeswalker — Teferi (4)
Each opponent can cast spells only any time they could cast a sorcery.

+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.

Teferi's Wavecaster BlueBlue (5)
Creature — Merfolk Wizard (3/3)
Flash

When Teferi's Wavecaster enters the battlefield, you may search your library and/or graveyard for a card named Teferi, Timeless Voyager, reveal it, and put it into your hand. If you search your library this way, shuffle it.

Thieves' Guild Enforcer Black (1)
Creature — Human Rogue (1/1)
Flash

Whenever Thieves' Guild Enforcer or another Rogue enters the battlefield under your control, each opponent mills two cards.
As long as an opponent has eight or more cards in their graveyard, Thieves' Guild Enforcer gets +2/+1 and has deathtouch.

Threnody Singer Blue (2)
Creature — Siren (1/3)
Flash

Flying
When Threnody Singer enters the battlefield, target creature an opponent controls gets -X/-0 until end of turn, where X is your devotion to blue. (Each Blue in the mana costs of permanents you control counts toward your devotion to blue.)

Thryx, the Sudden Storm BlueBlue (5)
Legendary Creature — Elemental Giant (4/5)
Flash

Flying
Spells you cast with converted mana cost 5 or greater cost less to cast and can't be countered.

Unburial Rites Black (5)
Sorcery
Return target creature card from your graveyard to the battlefield.

Flashback White (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Vexing Gull Blue (3)
Creature — Bird (2/2)
Flash

Flying

Vivien, Champion of the Wilds Green (3)
Legendary Planeswalker — Vivien (4)
You may cast creature spells as though they had flash.

+1: Until your next turn, up to one target creature gains vigilance and reach.
−2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may look at that card and you may cast it if it's a creature spell.

Voracious Greatshark BlueBlue (5)
Creature — Shark (5/4)
Flash

When Voracious Greatshark enters the battlefield, counter target artifact or creature spell.

Whisper Agent (3)
Creature — Human Rogue (3/2)
Flash

When Whisper Agent enters the battlefield, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Wildborn Preserver Green (2)
Creature — Elf Archer (2/2)
Flash

Reach
Whenever another non-Human creature enters the battlefield under your control, you may pay . When you do, put X +1/+1 counters on Wildborn Preserver.

Wind Strider Blue (5)
Creature — Merfolk Wizard (3/3)
Flash

Flying


Keywords

Abilities Evergreen Abilities: DeathtouchDefenderDouble StrikeEnchantEquipFirst StrikeFlashFlyingHasteHexproofIndestructibleLifelinkMenaceProwessReachTrampleVigilanceWard
Other Keyword Abilities: AffinityAfflictAfterlifeAftermathAscendBlitzBoastCascadeCasualtyChangelingCleaveCompanionCompleatedConvokeCrewCyclingDecayedDisturbEmbalmEscapeEternalizeEvokeEvolveExaltedExploitFabricateFearFlashbackForetellHideawayImproviseJump-StartKickerLandwalkLiving WeaponMadnessMenaceMentorModularMutateNinjutsuOutlastOverloadPersistProtectionProwessReboundReconfigureRiotScavengeShroudSpectacleSplit SecondStormTrainingTransformUndyingUnearth
Ability Words  AddendumConstellationEnrageLandfallMagecraftRaidRevoltUndergrowth

Actions AdaptAmassConniveExertExploreInvestigateLearnPhase outProliferateSurveilVenture into the Dungeon