Akroma's Memorial
Future Sight — rare
Legendary Artifact
Akroma's Memorial rulings:
There are no rulings for Akroma's Memorial.
Future Sight — rare
Legendary Artifact
Akroma's Memorial rulings:
There are no rulings for Akroma's Memorial.
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Buy now! ▶Legendary Creature — Angel (6/6)
Flying, first strike, vigilance, trample, haste, protection from black and from red
Legendary Creature — Vampire Soldier (3/3)
When Odric, Blood-Cursed enters the battlefield, create X Blood tokens, where X is the number of abilities from among flying, first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance found among creatures you control. (Count each ability only once.)
Legendary Creature — Demon Spirit (6/5)
Flying, trample, haste, protection from black
Spirit of the Night has first strike as long as it's attacking.
Creature — Sliver (1/1)
Sliver creatures you control have flying and haste.
Legendary Creature — Merfolk Artificer (2/4)
: Add . Spend this mana only to cast artifact spells or activate abilities of artifacts.
Equipped creatures you control have flying and haste.
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This creature's power and toughness are each equal to the number of Spirits you control."
Creature — Chimera (0/0)
Majestic Myriarch's power and toughness are each equal to twice the number of creatures you control.
At the beginning of each combat, Majestic Myriarch gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Legendary Creature — Human Soldier (3/3)
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Creature — Human Knight (2/2)
First strike, protection from black and from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.)
Legendary Creature — Merfolk Druid (3/3)
Land creatures you control have flying.
Whenever a land enters the battlefield under your control, if you control seven or more lands, up to one target land you control becomes a 3/3 Elemental creature with haste. It's still a land.
Enchantment
At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
Creature — Human Wizard Ally (2/3)
When Halimar Tidecaller enters the battlefield, you may return target card with awaken from your graveyard to your hand.
Land creatures you control have flying.
Creature — Elemental (3/5)
Flying
Multicolored creatures you control have flying.
Artifact // Creature — Skeleton Horror (0/0)
When Altar of the Wretched enters the battlefield, you may sacrifice a nontoken creature. If you do, draw X cards, then mill X cards, where X is that creature's power.
Craft with one or more creatures
: Return Altar of the Wretched from your graveyard to your hand.
Wretched Bonemass
Wretched Bonemass's power and toughness are each equal to the total power of the exiled cards used to craft it.
Wretched Bonemass has flying as long as an exiled card used to craft it has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance.
Enchantment Creature — Human Wizard (3/2)
Creatures you control have flying.
Creatures your opponents control lose flying and can't have or gain flying.
Artifact Creature — Construct (4/4)
Flying
Other artifact creatures you control have flying.
When Cyberdrive Awakener enters the battlefield, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.
Enchantment
White creatures you control have protection from black.
Black creatures you control have protection from white.
Creature — Human Wizard // Legendary Creature — Human Wizard (1/1)
When Student of Elements has flying, flip it.
Tobita, Master of Winds
Creatures you control have flying.
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