Apprentice Wizard
Fourth Edition — common
Creature — Human Wizard
Sets Apprentice Wizard has been printed in:
Fourth Edition — common
Creature — Human Wizard
Sets Apprentice Wizard has been printed in:
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, : Put a charge counter on Blue Mana Battery.
, Remove any number of charge counters from Blue Mana Battery: Add , then add an additional for each charge counter removed this way.
Creature — Turtle (1/1)
Giant Tortoise gets +0/+3 as long as it's untapped.
Creature — Merfolk (2/2)
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Creature — Illusion (4/1)
Flying
At the beginning of your upkeep, sacrifice Phantasmal Forces unless you pay .
Creature — Human (1/1)
: Draw a card and reveal it. If it isn't a land card, discard it.
Creature — Elemental (0/2)
When Time Elemental attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you.
, : Return target permanent that isn't enchanted to its owner's hand.
Creature — Wall (0/5)
Defender (This creature can't attack.)
: Wall of Water gets +1/+0 until end of turn.
Artifact Creature — Shapeshifter (0/0)
As Primal Clay enters the battlefield, it becomes your choice of a 3/3 artifact creature, a 2/2 artifact creature with flying, or a 1/6 Wall artifact creature with defender in addition to its other types. (A creature with defender can't attack.)
Creature — Kithkin (1/1)
Amrou Kithkin can't be blocked by creatures with power 3 or greater.
Creature — Human (2/2)
Trample
As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.
Creature — Elemental (6/1)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Haste (This creature can attack and as soon as it comes under your control.)
At the beginning of the end step, sacrifice Ball Lightning.
Artifact Creature — Construct (1/1)
At the beginning of combat on your turn, Battering Ram gains banding until end of combat. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's blocking.)
Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat.
Creature — Human Knight (2/2)
First strike (This creature deals combat damage before creatures without first strike.)
Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)
Creature — Imp (1/1)
Flying (This creature can't be blocked except by creatures with flying or reach.)
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