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Maximize Altitude
Sorcery
common
Target creature gets +1/+1 and gains flying until end of turn. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Semantic Tags
An instant-speed spell that modifies combat — pump, protection, or removal during combat.
An instant-speed spell that modifies combat — pump, protection, or removal during combat.
Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.
Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.
A spell or ability that gives a temporary power/toughness boost.
Format Legality
Price history
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Printings (2)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| The List#GRN-43 | common | · | · | · |
| Guilds of Ravnica#43 | common | · | · | · |
Rulings
You must still follow any timing restrictions and permissions when casting a spell with jump-start, including those based on the card's type. For instance, you can cast a sorcery using jump-start only when you could normally cast a sorcery.
If an effect allows you to pay an alternative cost rather than a spell's mana cost, you may pay that alternative cost when you jump-start a spell. You'll still discard a card as an additional cost to cast it.
If a card with jump-start is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
A spell cast using jump-start will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.