Image courtesy of Scryfall.com
Variance-Powered Plays: The Princess Takes Flight
Magic: The Gathering thrives on variance—the delightful, sometimes chaotic shifts that keep decks from feeling perfectly scripted. Whether it’s a flip of a coin, a random draw, or a multi-step enchantment that reveals new options with every turn, variance is the spice that turns a plan into an adventure. When you pair that sense of emergent possibility with a graceful, well-timed Saga from Wilds of Eldraine, you’re looking at a creature of design that rewards thoughtful sequencing as much as bold tempo 🧙♂️🔥. The Princess Takes Flight is a compact study in how a few lines of rules text can create outsized, variance-driven plays that shift the momentum just when you need it most 🪄.
Released in the whimsical world of Eldraine, this Enchantment — Saga arrives with a measured cost of {2}{W} and a modest rarity: uncommon. Its arc-ready frame guides you through three decisive chapters, each offering a different tool while building toward a transformative end state. As with many Sagas, you’ll notice a thematic cadence: the lore counters accumulate as the saga sits on the battlefield, and your decisions mid-sequence of this three-part story shape the late-game outcomes. The flavor matches the math: a princess who wields exile, temporary power, and a return to the fray, all wrapped in a single enchantment loom 🎨⚔️.
Chapter I — Exile a Creature
The first act is where variance begins to drift into tactical certainty. I — Exile up to one target creature. The flexibility here is a gift and a strategic risk: you can remove a threatening blocker, shut down a problematic ETB trigger, or simply nudge your opponent off-balance by erasing a key threat at the perfect moment. The choice matters because the exiled card isn’t gone for good; exile is a temporary sanctuary that reshapes the tempo of the game. This is where variance reveals its face: your opponent’s board evolves, and you adjust by considering not just what you remove, but what you preserve for the grand finale. Will you exile a removal-primer, a bomb, or a utility creature? The decision can tilt a swing turn into an ace-in-the-hole 🃏.
Chapter II — A Winged Reward
II — Target creature you control gets +2/+2 and gains flying until end of turn. This is the moment where the cascade of choices pays off. The buff is temporary, but it unlocks aggressive plays and evasive pressure that can catch rivals off guard. Flying means you can sometimes push through damage or threaten air-based combos that hinge on a single, well-timed attack. The variance here is nuanced: the outcome depends on what you’ve already exiled in Chapter I and what creatures you control. If you’ve kept a sturdy ground unit on hand, giving it aerial reach can turn a meek board into a formidable blitz. If you’re light on fliers, this buff can rescue a stalled tempo, turning a single gonna-be block into a decisive alpha strike 🛡️🗡️.
Chapter III — The Return of the Exiled
III — Return the exiled card to the battlefield under its owner's control. This final act closes the loop with a bang: the exiled creature returns to the battlefield, potentially re-entering combat or triggering its own ETB effects. The real elegance here is how the return interacts with the board_state you’ve sculpted in the previous two chapters. If the exiled creature belonged to your opponent, you’ve bought decisive tempo by buying time and removing a threat just long enough for your buffed creature to shine. If the exiled creature was yours, you’ve protected a key permanent from a removal spell or a hate-bullying effect, only to reintroduce it with its glory intact. The saga’s end is rarely abrupt; it invites both players to reevaluate the battlefield and recalibrate their next moves, a perfect microcosm of variance in action 🕊️.
What makes this card particularly interesting is how the arc supports both micro- and macro-level strategies. On the macro side, The Princess Takes Flight sits comfortably in white-heavy shells that lean on fate-blending control and value generation. On the micro side, each chapter invites a moment of decision that can cascade into a swing—an exile, a tempo swing with a flying buff, and a board-state refresh that redefines the late game. It’s a triad of decisions that rewards anticipation, sequencing, and a little bit of luck. And yes, the art and frame are a reminder that MTG thrives on storytelling as much as on raw arithmetic 🎲✨.
“Variance isn’t chaos; it’s a carefully choreographed rhythm where foresight and a dash of improvisation dance together.”
From a deckbuilding standpoint, The Princess Takes Flight shines in archetypes that embrace layered value. Pair it with flicker or blink effects to maximize the tempo shifts, or slot it into a white-midrange plan that aims to out-resource the opponent across three meaningful turns. The common thread is that your success hinges on how well you anticipate opponent responses to each arc—and how boldly you execute when the moment feels right 🧙♂️💎.
Beyond gameplay, there’s a lore-friendly charm to Eldraine’s farewell to exiled creatures. The idea of temporarily removing a creature from interaction, only to return it as the saga concludes, echoes classic fairy-tale twists: quests interrupted, destinies delayed, and a final reveal that leaves both players pondering what comes next. The Princess Takes Flight captures that sense of anticipation and release in a compact package, a design wink to players who savor both strategic depth and narrative flavor 🎨⚔️.
Collectors and casual players alike will appreciate the card’s availability in both foil and non-foil variants, and its status as a pliable tool that can slot into multiple white-centric strategies across formats like Standard and Commander. The set’s Eldraine aesthetic—twilight kingdoms, fairy-tale kingdoms, and a dash of medieval whimsy—lends a memorable backdrop to the cognitive dance of anticipations and outcomes. The unicorn-tinged magic of Eldraine remains a cultural touchstone for many players, and this Saga is a microcosm of that charm 🧙♂️🔥.
Where the design meets the shop floor
While the card itself is a collectible gem, the playful crossover between MTG content and everyday items isn’t new. Our team enjoys weaving thematic threads between board-game culture and lifestyle accessories, like the Neon Desk Mouse Pad, which embodies the same blend of style and function you bring to your deck tech. The product link below stands as a lighthearted nod to how MTG enthusiasts curate their space for long nights of drafting, theorycrafting, and the occasional victory dance at the table. A thoughtfully chosen desktop accessory can be the difference between a distracted brain and a laser-focused play cemented in the memories of your playgroup 🔥🎲.
Neon Desk Mouse Pad Customizable One-Sided Print 3mm Thick
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The Princess Takes Flight
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile up to one target creature.
II — Target creature you control gets +2/+2 and gains flying until end of turn.
III — Return the exiled card to the battlefield under its owner's control.
ID: dad7bd06-22e4-40f8-bda9-bcdbb2d8f632
Oracle ID: 70d52457-1867-482c-ba7a-1f7dacc4514f
Multiverse IDs: 629524
TCGPlayer ID: 512675
Cardmarket ID: 728454
Colors: W
Color Identity: W
Keywords:
Rarity: Uncommon
Released: 2023-09-08
Artist: Julia Metzger
Frame: 2015
Border: black
EDHRec Rank: 12019
Penny Rank: 8735
Set: Wilds of Eldraine (woe)
Collector #: 23
Legalities
- Standard — legal
- Future — legal
- Historic — legal
- Timeless — legal
- Gladiator — legal
- Pioneer — legal
- Modern — legal
- Legacy — legal
- Pauper — not_legal
- Vintage — legal
- Penny — not_legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — legal
- Brawl — legal
- Alchemy — not_legal
- Paupercommander — not_legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.10
- USD_FOIL: 0.08
- EUR: 0.16
- EUR_FOIL: 0.17
- TIX: 0.03
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