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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 RulesEdit

Comprehensive Rules Glossary (October 4, 2019)

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 (October 4, 2019)

  • 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 ListEdit

45 results
Angel of Grace Angel of Grace C3Color WColor W (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.
C4Color WColor W, Exile Angel of Grace from your graveyard: Your life total becomes 10.

RNAM
Blacklance Paragon Blacklance Paragon C1Color B (2)
Creature — Human Knight (3/1)
Flash

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

ELDR
Bloodcrazed Paladin Bloodcrazed Paladin C1Color B (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.

XLNR
Brazen Borrower Brazen Borrower C1Color UColor U (3)
Creature — Faerie Rogue (3/1)
Flash

Flying
Brazen Borrower can block only creatures with flying.

ELDM
Brineborn Cutthroat Brineborn Cutthroat C1Color U (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.

M20U
Capture Sphere Capture Sphere C3Color U (4)
Enchantment — Aura
Flash

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

GRNC
Celestial Messenger Celestial Messenger C2Color UColor U (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.

M20C
Cherished Hatchling Cherished Hatchling C1Color G (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."
RIXU
Chromium, the Mutable Chromium, the Mutable C4Color WColor UColor B (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.

M19M
Crafty Cutpurse Crafty Cutpurse C3Color U (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.

RIXR
Crashing Tide Crashing Tide C2Color U (3)
Sorcery
Crashing Tide has flash as long as you control a Merfolk.

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

RIXC
Dire Fleet Poisoner Dire Fleet Poisoner C1Color B (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.

RIXR
Dream Eater Dream Eater C4Color UColor U (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.)

GRNM
Dreamcaller Siren Dreamcaller Siren C2Color UColor U (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.

XLNR
Embercleave Embercleave C4Color RColor R (6)
Legendary Artifact — Equipment
Flash

This spell costs C1 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 C3

ELDM
Emergence Zone Emergence Zone (0)
Land
Mana Tap: Add Color C.

C1, Mana Tap, Sacrifice Emergence Zone: You may cast spells this turn as though they had flash.

WARU
Faerie Duelist Faerie Duelist C1Color U (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.

RNAC
Faerie Vandal Faerie Vandal C1Color U (2)
Creature — Faerie Rogue (1/2)
Flash

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

ELDU
Feral Invocation Feral Invocation C2Color G (3)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)

Enchant creature
Enchanted creature gets +2/+2.

M20C
Frilled Mystic Frilled Mystic Color GColor GColor UColor U (4)
Creature — Elf Lizard Wizard (3/2)
Flash

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

RNAU
Garna, the Bloodflame Garna, the Bloodflame C3Color BColor R (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.

DOMU
Hired Blade Hired Blade C2Color B (3)
Creature — Human Assassin (3/2)
Flash (You may cast this spell any time you could cast an instant.)
M19C
Lawmage's Binding Lawmage's Binding C1Color WColor U (3)
Enchantment — Aura
Flash

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

RNAC
Leyline of Anticipation Leyline of Anticipation C2Color UColor U (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.

M20R
Lochmere Serpent Lochmere Serpent C4Color UColor B (6)
Creature — Serpent (7/7)
Flash

Color U, Sacrifice an Island: Lochmere Serpent can't be blocked this turn.
Color B, Sacrifice a Swamp: You gain 1 life and draw a card.
Color UColor B: 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.

ELDR
Merfolk Trickster Merfolk Trickster Color UColor U (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.

DOMU
Naru Meha, Master Wizard Naru Meha, Master Wizard C2Color UColor U (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.

DOMM
Nightpack Ambusher Nightpack Ambusher C2Color GColor G (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.

M20R
Raff Capashen, Ship's Mage Raff Capashen, Ship's Mage C2Color WColor U (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.)

DOMU
Sea Legs Sea Legs Color U (1)
Enchantment — Aura
Flash

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

RIXC
Seal Away Seal Away C1Color W (2)
Enchantment
Flash

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

DOMU
Sentinel of the Pearl Trident Sentinel of the Pearl Trident C4Color U (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.)

DOMU
Sentinel's Mark Sentinel's Mark C1Color W (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.

RNAU
Shining Armor Shining Armor C1Color W (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 C3 (C3: Attach to target creature you control. Equip only as a sorcery.)

ELDC
Slimebind Slimebind C1Color U (2)
Enchantment — Aura
Flash

Enchant creature
Enchanted creature gets -4/-0.

RNAC
Snapping Sailback Snapping Sailback C4Color G (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.)

XLNU
So Tiny So Tiny Color U (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.

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

Flying
C3Color U: Draw a card.

M20U
Spire Mangler Spire Mangler C2Color B (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.

RNAU
Swift Warden Swift Warden C1Color GColor G (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.)

RIXU
Teferi, Time Raveler Teferi, Time Raveler C1Color WColor U (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.

WARR
Vivien, Champion of the Wilds Vivien, Champion of the Wilds C2Color G (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 card.

WARR
Whisper Agent Whisper Agent C1UBUB (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.)

GRNC
Wildborn Preserver Wildborn Preserver C1Color G (2)
Creature — Elf Archer (2/2)
Flash

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

ELDR
Wind Strider Wind Strider C4Color U (5)
Creature — Merfolk Wizard (3/3)
Flash

Flying

XLNC

Keywords

Abilities Evergreen Abilities: DeathtouchDefenderDouble StrikeEnchantEquipFirst StrikeFlashFlyingHasteHexproofIndestructibleLifelinkMenaceProwessReachTrampleVigilance
Other Keyword Abilities: AfflictAftermathAfterlifeAscendConvokeCrewCyclingEmbalmEternalizeFabricateImproviseJump-StartKickerMentorRiotSpectacleTransform
Ability Words  AddendumEnrageRaidRevoltUndergrowth

Actions AdaptExertExploreSurveil
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