Alley Grifters
Mercadian Masques — common
Creature — Human Mercenary
Alley Grifters rulings:
2004-10-04: It triggers only once even if blocked by more than one creature.
Mercadian Masques — common
Creature — Human Mercenary
Alley Grifters rulings:
2004-10-04: It triggers only once even if blocked by more than one creature.
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Buy now! ▶Creature — Human Warrior (2/2)
Whenever Slate Street Ruffian becomes blocked, defending player discards a card.
Creature — Human Minion (3/1)
: Regenerate Corrupt Official.
Whenever Corrupt Official becomes blocked, defending player discards a card at random.
Creature — Nightstalker (2/2)
Whenever Abyssal Nightstalker attacks and isn't blocked, defending player discards a card.
Enchantment — Aura
Enchant creature you control
Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
Creature — Insect (1/1)
Flying
Whenever Robber Fly becomes blocked, defending player discards all the cards in their hand, then draws that many cards.
Creature — Specter (2/2)
Flying
Whenever Shrieking Specter attacks, defending player discards a card.
Legendary Creature — Vampire (3/3)
Flying, lifelink
Whenever The Haunt of Hightower attacks, defending player discards a card.
Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on The Haunt of Hightower.
Creature — Zombie Crocodile Demon (5/5)
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
Whenever an opponent casts a spell, put a -1/-1 counter on Ammit Eternal.
Whenever Ammit Eternal deals combat damage to a player, remove all -1/-1 counters from it.
Stickers
— Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.)
— Flying
— 1/4
— 8/6
Artifact Creature — Cyberman (2/2)
Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)
Artifact — Equipment
Equipped creature gets +2/+0 and has afflict 1. (Whenever it becomes blocked, defending player loses 1 life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Creature — Zombie Cleric (1/3)
Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.)
Whenever Eternal of Harsh Truths attacks and isn't blocked, draw a card.
Artifact Creature — Golem (2/3)
Whenever Flint Golem becomes blocked, defending player mills three cards.
Creature — Zombie Minotaur Warrior (3/3)
Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.)
: Frontline Devastator gets +1/+0 until end of turn.
Creature — Shark (4/4)
Giant Shark can't attack unless defending player controls an Island.
Whenever Giant Shark blocks or becomes blocked by a creature that has been dealt damage this turn, Giant Shark gets +2/+0 and gains trample until end of turn.
When you control no Islands, sacrifice Giant Shark.
Creature — Goblin (2/2)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
At the beginning of each combat, unless you pay , whenever Goblin Flotilla blocks or becomes blocked by a creature this combat, that creature gains first strike until end of turn.
Creature — Zombie Jackal Warrior (2/2)
Afflict 1 (Whenever this creature becomes blocked, defending player loses 1 life.)
Creature — Nightmare Dinosaur (2/2)
Menace
Whenever a creature you control with menace becomes blocked, defending player sacrifices a creature blocking it.
: Creatures you control with menace get +1/+0 until end of turn.
Creature — Zombie Sliver (4/4)
Sliver creatures you control have afflict 2. (Whenever a creature with afflict 2 becomes blocked, defending player loses 2 life.)
Whenever a nontoken Sliver you control dies, amass Slivers 2. (Put two +1/+1 counters on an Army you control. It's also a Sliver. If you don't control an Army, create a 0/0 black Sliver Army creature token first.)
Creature — Human Knight (0/3)
Trample
At the beginning of your upkeep, you may discard a card. If you don't, sacrifice Lim-Dûl's Paladin and draw a card.
Whenever Lim-Dûl's Paladin becomes blocked, it gets +6/+3 until end of turn.
Whenever Lim-Dûl's Paladin attacks and isn't blocked, it assigns no combat damage this turn and defending player loses 4 life.
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