Empty the Warrens
Duel Decks: Mind vs. Might — common
Sorcery
Create two 1/1 red Goblin creature tokens.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
It's never just *one* goblin.
Duel Decks: Mind vs. Might — common
Sorcery
Create two 1/1 red Goblin creature tokens.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
It's never just *one* goblin.
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You may sacrifice two Mountains rather than pay this spell's mana cost.
Create two 1/1 red Goblin creature tokens.
Sorcery
Create a number of 1/1 red Goblin creature tokens equal to two plus the number of cards named Goblin Gathering in your graveyard.
Sorcery
Destroy all creatures target player controls. For each creature that died this way, that player creates two 1/1 red Goblin creature tokens.
Sorcery
Create two 2/1 red Dwarf Berserker creature tokens.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Create three 1/1 red Goblin Scout creature tokens with mountainwalk. (They can't be blocked as long as defending player controls a Mountain.)
Sorcery
Choose one —
• Create three 1/1 red Goblin creature tokens.
• Creatures you control get +1/+1 and gain haste until end of turn.
Entwine (Choose both if you pay the entwine cost.)
Sorcery
Create two 1/1 red Elemental creature tokens, then flip a coin. If you win the flip, return Molten Birth to its owner's hand.
Sorcery
Choose one —
• Burn Down the House deals 5 damage to each creature and each planeswalker.
• Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn.
Sorcery
Create X 2/1 red Dwarf Berserker creature tokens, where X is the number of Vehicles you control plus the number of Equipment you control. For each of those tokens, you may attach an Equipment you control to it.
Sorcery
Destroy target land. Create a 1/1 red Goblin creature token.
Sorcery
Create three 1/1 red Human creature tokens with haste. Sacrifice those tokens at the beginning of the next end step.
Sorcery
Choose up to two target creatures you don't control. For each of those creatures, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
Battle — Siege // Sorcery
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Kylem enters the battlefield, up to two target creatures each get +2/+0 and gain vigilance and haste until end of turn.
Valor's Reach Tag Team
Create two 3/2 red and white Warrior creature tokens with "Whenever this creature and at least one other creature token attack, put a +1/+1 counter on this creature."
Sorcery
Amass Orcs X, then Goblins and Orcs you control gain double strike and haste until end of turn. (To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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