
The split card Flying Kick // Double Jump shows promising flexibility in Magic: The Gathering Commander formats, offering players both offensive and interactive options in a single card slot. Its red half, Flying Kick, allows a creature you control to deal damage equal to its power to an opposing creature, making it a situational but effective removal spell in decks that can consistently field high-power threats. This makes it especially appealing in creature-heavy builds that want to turn combat strength into utility.
Meanwhile, the blue half, Double Jump, provides a temporary flying counter and boosts a creature’s base stats to 5/5 until end of turn, enabling surprise evasion and stronger combat trades.
This effect fits well in tempo-oriented, or Voltron-style Commander decks, where pushing commander damage through blockers is often key to closing out games. The instant speed of both halves also adds an element of unpredictability, allowing players to respond dynamically during combat.

When fused, the card offers strong late-game value by combining evasion and removal into a single play, potentially swinging combat in your favor while clearing a path for damage. However, its effectiveness is still dependent on having a creature in play, meaning it performs best in proactive board states rather than from behind.
Overall, it’s a versatile inclusion for decks that value flexibility and combat-based interaction without dedicating multiple card slots.
Thanks for reading, and until the next blog post.