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Double Jump // Flying Kick

Double Jump // Flying Kick

Instant // Instant

rare

Double Jump

Instant

Put a flying counter on target creature you control. Until end of turn, it has base power and toughness 5/5. Fuse (You may cast one or both halves of this card from your hand.)

Flying Kick

Instant

Target creature you control deals damage equal to its power to target creature an opponent controls. Fuse (You may cast one or both halves of this card from your hand.)

$0.23 View on Scryfall →

Format Legality

commanderlegal
oathbreakerlegal
modernnot legal
pioneernot legal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historicnot legal
explorernot legal
alchemynot legal

Price history

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Printings (1)

SetRarityTCGplayerCard KingdomCardmarket
Teenage Mutant Ninja Turtles Eternal#35rare···

Related Concepts

Fuse

A keyword ability that allows a player to cast both halves of a split card. See rule 702.102, “Fuse.”

Related Rules

702.102a

Fuse is a static ability found on some split cards (see rule 709, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.

709.4d

The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”).