Gather the Townsfolk
Dark Ascension — common
Sorcery
Gather the Townsfolk rulings:
There are no rulings for Gather the Townsfolk.
Dark Ascension — common
Sorcery
Gather the Townsfolk rulings:
There are no rulings for Gather the Townsfolk.
TCGPlayer low price:
Buy now! ▶Creature — Archon (4/5)
Flying
Non-Archon creatures have base power and toughness 3/3.
When Harmonious Archon enters the battlefield, create two 1/1 white Human creature tokens.
Instant
Create two 1/1 white Human creature tokens.
Adamant — If at least three white mana was spent to cast this spell, you gain 1 life for each creature you control.
Sorcery
If an opponent has more life than you, you gain 4 life.
If an opponent controls more creatures than you, create two 1/1 white Human creature tokens.
If an opponent has more cards in hand than you, draw a card.
Sorcery
Create two 1/1 white Human creature tokens.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Elf Knight Ranger // Sorcery — Adventure (2/2)
: Creatures you control get +1/+1 until end of turn.
Bring Back
Create two 1/1 white Human creature tokens. (Then exile this card. You may cast the creature later from exile.)
Artifact
, : Create a 1/1 white Soldier creature token. Create five of those tokens instead if you control artifacts named Crown of Empires and Scepter of Empires.
Sorcery
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
Creature — Human Cleric (2/2)
: Create a 1/1 white Human creature token.
Fateful hour — As long as you have 5 or less life, other creatures you control get +2/+2.
Instant
Creatures you control get +1/+1 until end of turn.
Fateful hour — If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant
Prevent all combat damage that would be dealt this turn.
Fateful hour — If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.
Instant
Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
Sorcery
If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, create three 1/1 white Soldier creature tokens.
Legendary Planeswalker — Elspeth
?1: Up to two target creatures you control each get +2/+1 until end of turn.
?2: Create two 1/1 white Human Soldier creature tokens.
?3: You gain 5 life.
Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Instant
Target permanent you control gains protection from the color of your choice until end of turn.
Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
Enchantment
Flash
When Omen of the Sun enters the battlefield, create two 1/1 white Human Soldier creature tokens and you gain 2 life.
, Sacrifice Omen of the Sun: Scry 2.
Sorcery
Kicker (You may pay an additional as you cast this spell.)
Create two 1/1 green Saproling creature tokens. If this spell was kicked, create four of those tokens instead.
Legendary Creature — Human Noble (2/2)
Whenever a legendary creature with mana value 4 or greater enters the battlefield under your control, you become the monarch.
At the beginning of your end step, if you're the monarch, create two 1/1 white Human Soldier creature tokens.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two 1/1 white Human Soldier creature tokens.
II — Create two 2/2 red Human Knight creature tokens with trample and haste.
III — Put an indestructible counter on up to one target Human. You become the monarch.
Sorcery
Create two 1/1 white Human Soldier creature tokens. Humans you control gain haste until end of turn.
© 2024 MTG Assist • DiabolicTutor.com • LorcanaBorn.com • Terms of Use / Privacy Policy • Contact MTG Assist •
Magic: the Gathering is trademark and copyright Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved. MTGAssist.com is not affiliated with these entities.