Lone Missionary
Duel Decks: Speed vs. Cunning — common
Creature — Kor Monk
Lone Missionary rulings:
There are no rulings for Lone Missionary.
Duel Decks: Speed vs. Cunning — common
Creature — Kor Monk
Lone Missionary rulings:
There are no rulings for Lone Missionary.
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Buy now! ▶Creature — Elephant (6/6)
When Honey Mammoth enters the battlefield, you gain 4 life.
Creature — Vampire Cleric (3/2)
When Inspiring Cleric enters the battlefield, you gain 4 life.
Creature — Wurm (6/6)
When Ravenous Lindwurm enters the battlefield, you gain 4 life.
Creature — Human Soldier (2/4)
When Shu Soldier-Farmers enters the battlefield, you gain 4 life.
Creature — Spirit (3/4)
When Spiritual Guardian enters the battlefield, you gain 4 life.
Creature — Human Soldier (3/4)
When Staunch Defenders enters the battlefield, you gain 4 life.
Creature — Human Cleric (1/4)
When Teroh's Faithful enters the battlefield, you gain 4 life.
Creature — Lammasu (4/3)
Flying
When Absolving Lammasu enters the battlefield, all suspected creatures are no longer suspected.
When Absolving Lammasu dies, you gain 3 life and suspect up to one target creature an opponent controls. (A suspected creature has menace and can't block.)
Creature — Dwarf Scout (4/3)
Flying
Revolt — When Airdrop Aeronauts enters the battlefield, if a permanent you controlled left the battlefield this turn, you gain 5 life.
Land
Akoum Refuge enters the battlefield tapped.
When Akoum Refuge enters the battlefield, you gain 1 life.
: Add or .
Creature — Human Cleric (4/4)
First strike (This creature deals combat damage before creatures without first strike.)
When Ancestor's Chosen enters the battlefield, you gain 1 life for each card in your graveyard.
Creature — Angel (3/3)
Flying
When Angel of Mercy enters the battlefield, you gain 3 life.
Creature — Angel Ally (4/4)
Flying
When Angel of Renewal enters the battlefield, you gain 1 life for each creature you control.
Creature — Spirit (2/3)
Flying
When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life.
Creature — Human Cleric (1/3)
When Arashin Cleric enters the battlefield, you gain 3 life.
Creature — Beast (5/4)
Trample
When Arborback Stomper enters the battlefield, you gain 5 life.
Creature — Angel (3/4)
Flying
When Archway Angel enters the battlefield, you gain 2 life for each Gate you control.
Creature — Dinosaur (3/3)
When Armored Kincaller enters the battlefield, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.
Creature — Vampire Noble (3/2)
When Arrogant Outlaw enters the battlefield, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.
Creature — Bird Cleric (3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Aven Battle Priest enters the battlefield, you gain 3 life.
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