Enchantment — Room // Enchantment — Room
When you unlock this door, return up to one target creature to its owner's hand.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Locker Room
Whenever one or more creatures you control deal combat damage to a player, draw a card.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Sorcery
Return up to two target creatures to their owners' hands. Draw two cards, then discard a card.
Instant
This spell costs less to cast if it targets a permanent you control.
Return up to two target nonland permanents to their owners' hands.
Legendary Creature — Elemental Elk (4/5)
When Beza, the Bounding Spring enters, create a Treasure token if an opponent controls more lands than you. You gain 4 life if an opponent has more life than you. Create two 1/1 blue Fish creature tokens if an opponent controls more creatures than you. Draw a card if an opponent has more cards in hand than you.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn.
: Level 2
Whenever you sacrifice a permanent, target player mills two cards.
: Level 3
At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
Creature — Lizard Warlock (2/2)
Menace (This creature can't be blocked except by two or more creatures.)
When Thought-Stalker Warlock enters, choose target opponent. If they lost life this turn, they reveal their hand, you choose a nonland card from it, and they discard that card. Otherwise, they discard a card.
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
Enchantment — Room // Enchantment — Room
Whenever one or more non-Toy creatures you control attack a player, create a 1/1 white Toy artifact creature token.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Porcelain Gallery
Creatures you control have base power and toughness each equal to the number of creatures you control.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment Creature — Sheep Glimmer (2/1)
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Enchantment Creature — Nightmare (3/2)
Flash
When Fear of Impostors enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Enchantment — Room // Enchantment — Room
When you unlock this door, create a 1/1 white Glimmer enchantment creature token.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Elegant Rotunda
When you unlock this door, put a +1/+1 counter on each of up to two target creatures.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment
You may cast Mystical Tether as though it had flash if you pay more to cast it.
When Mystical Tether enters, exile target artifact or creature an opponent controls until Mystical Tether leaves the battlefield.
Enchantment — Room // Enchantment — Room
When you unlock this door, exile the top two cards of your library. You may play them until the end of your next turn.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Defaced Gallery
Whenever you attack, attacking creatures you control get +1/+0 until end of turn.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Creature — Bird Rogue (2/2)
Flash
Flying
When Aven Interrupter enters, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.)
Spells your opponents cast from graveyards or from exile cost more to cast.
Artifact — Equipment
When Chainsaw enters, it deals 3 damage to up to one target creature.
Whenever one or more creatures die, put a rev counter on Chainsaw.
Equipped creature gets +X/+0, where X is the number of rev counters on Chainsaw.
Equip
Creature — Lizard Assassin (3/2)
Cindering Cutthroat enters with a +1/+1 counter on it if an opponent lost life this turn.
: Cindering Cutthroat gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Sorcery
Tap one or two target untapped creatures you control. They each deal damage equal to their power to target creature an opponent controls.
Enchantment — Room // Enchantment — Room
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Prop Room
Untap each creature you control during each other player's untap step.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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