Lost Order of Jarkeld
Ice Age — rare
Creature — Human Knight
Sets Lost Order of Jarkeld has been printed in:
Ice Age — rare
Creature — Human Knight
Sets Lost Order of Jarkeld has been printed in:
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Buy now! ▶Legendary Creature — Human Soldier (1/2)
: Choose two target blocked attacking creatures. If each of those creatures could be blocked by all creatures that the other is blocked by, each creature that's blocking exactly one of those attacking creatures stops blocking it and is blocking the other attacking creature. Activate only during the declare blockers step.
Creature — Human Soldier (2/2)
Flying; first strike; banding (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 blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Creature — Human Knight (1/1)
Flying; first strike; banding (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 blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Creature — Wall (0/0)
Defender (This creature can't attack.)
Drift of the Dead's power and toughness are each equal to the number of snow lands you control.
Creature — Human Soldier (2/5)
: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Kjeldoran Royal Guard instead.
Creature — Elf Cleric (1/2)
: Prevent the next 1 damage that would be dealt to any target this turn. If it's a green creature, prevent the next 2 damage instead.
Creature — Human Soldier (2/2)
: Target creature gets +2/+2 until end of turn. When that creature leaves the battlefield this turn, sacrifice Kjeldoran Elite Guard. Activate only during combat.
Creature — Human Mercenary (3/3)
: The next time Mercenaries would deal damage to you this turn, prevent that damage. Any player may activate this ability.
Creature — Rat (0/3)
Pestilence Rats's power is equal to the number of other Rats on the battlefield. (For example, as long as there are two other Rats on the battlefield, Pestilence Rats's power and toughness are 2/3.)
Creature — Dog (1/1)
, : Return Snow Hound and target green or blue creature you control to their owner's hand.
Creature — Unicorn (2/2)
: Add or . Spend this mana only to pay cumulative upkeep costs.
Creature — Lhurgoyf (0/1)
Lhurgoyf's power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1.
Creature — Human Knight (2/2)
, Pay 1 life: Counter target black spell.
Creature — Elemental Beast (2/4)
At end of combat, destroy all creatures blocking or blocked by Kjeldoran Frostbeast.
Creature — Human Barbarian (1/2)
, : Choose a land type. Target creature you control gains snow landwalk of the chosen type until end of turn. Return that creature to its owner's hand at the beginning of the next end step. (It can't be blocked as long as defending player controls a snow land of that type.)
Legendary Creature — Human (1/1)
Merieke Ri Berit doesn't untap during your untap step.
: Gain control of target creature for as long as you control Merieke Ri Berit. When Merieke Ri Berit leaves the battlefield or becomes untapped, destroy that creature. It can't be regenerated.
Creature — Fox (1/1)
Arctic Foxes can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Creature — Goblin Mutant (5/3)
Trample
Goblin Mutant can't attack if defending player controls an untapped creature with power 3 or greater.
Goblin Mutant can't block creatures with power 3 or greater.
Creature — Illusion (2/2)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn. (It can't be blocked as long as defending player controls a land of that type.)
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