Serra's Embrace
Duel Decks Anthology: Divine vs. Demonic — uncommon
Enchantment — Aura
Sets Serra's Embrace has been printed in:
Duel Decks Anthology: Divine vs. Demonic — uncommon
Enchantment — Aura
Sets Serra's Embrace has been printed in:
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Buy now! ▶Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2 as long as it's white. Otherwise, it gets -2/-1.
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may tap target creature.
Enchantment — Aura
Enchant creature
At the beginning of your upkeep, sacrifice a creature.
Enchanted creature gets +3/+3 and has trample.
Enchanted creature is a Demon Spirit.
Enchantment
At the beginning of your upkeep, sacrifice Breeding Pit unless you pay .
At the beginning of your end step, create a 0/1 black Thrull creature token.
Creature — Angel (2/2)
Flying
: Target attacking or blocking creature gets +2/+2 until end of turn.
Creature — Angel (2/2)
Flying
Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.
Creature — Angel (2/3)
Flying
Whenever Sustainer of the Realm blocks, it gets +0/+2 until end of turn.
Creature — Human Knight (2/2)
Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.
Creature — Angel (3/3)
Flying
When Angel of Mercy enters the battlefield, you gain 3 life.
Creature — Human Monk Cleric (2/2)
When Venerable Monk enters the battlefield, you gain 2 life.
Creature — Angel Spirit (1/1)
Flying
: Target attacking or blocking creature gets +1/+1 until end of turn.
Creature — Angel (3/3)
Flying
Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
Legendary Creature — Angel (6/6)
Flying, first strike, vigilance, trample, haste, protection from black and from red
Creature — Imp (2/2)
Flying
Hellbent — Demon's Jester gets +2/+1 as long as you have no cards in hand.
Creature — Human Cleric (1/1)
: Target creature gets +1/+1 until end of turn.
Creature — Angel (5/5)
Flying, vigilance
When Twilight Shepherd enters the battlefield, return to your hand all cards in your graveyard that were put there from the battlefield this turn.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
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