Folk Medicine
Judgment — common
Instant
You gain 1 life for each creature you control.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sometimes the healers need healing.
Judgment — common
Instant
You gain 1 life for each creature you control.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sometimes the healers need healing.
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Put a +1/+1 counter on each creature you control. You gain 1 life for each creature you control.
Instant
Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying.
Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.
Instant
You gain 2 life for each creature card in your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Create two 1/1 white Human creature tokens.
Adamant — If at least three white mana was spent to cast this spell, you gain 1 life for each creature you control.
Instant
Choose a creature type. You gain 2 life for each permanent you control of that type.
Instant
Choose target creature you control. You gain life equal to that creature's power plus its toughness.
Instant
Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn.
Instant
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample.
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn by creatures with power 3 or less.
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant
Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature.
Instant
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Instant
Target creature you control gets +1/+0 until end of turn for each mana from a Treasure that was spent to cast this spell. Then that creature deals damage equal to its power to target creature an opponent controls.
Instant
You gain 3 life.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Instant
You gain 5 life.
Ferocious — You gain 10 life instead if you control a creature with power 4 or greater.
Instant
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. The Ring tempts you. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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